_   _  _____     _     ____   _   _  _   _  _   _  _____  _____  ____
  | | | || ____|   / \   |  _ \ | | | || | | || \ | ||_   _|| ____||  _ \
  | |_| ||  _|    / _ \  | | | || |_| || | | ||  \| |  | |  |  _|  | |_) |
  |  _  || |___  / ___ \ | |_| ||  _  || |_| || |\  |  | |  | |___ |  _ <
  |_| |_||_____|/_/   \_\|____/ |_| |_| \___/ |_| \_|  |_|  |_____||_| \_\

                          Headhunter  (Dreamcast)
                              FAQ/Walkthrough
                                Version 1.50
                        Last Updated:  (12/29/2004)
                        by: Martin 'Fox' Dale-Hench
                            Jared 'Faxon' Haslip

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

1. Introduction ---------------------------------------------------- [hhintro]
2. Controls -------------------------------------------------------- [hhcntrl]
3. Basics ---------------------------------------------------------- [hhbscs]
4. Walkthrough ----------------------------------------------------- [hhwlktg]

  -Disc 1 Start --------------------- [hhd1s]
  -L.E.I.L.A. 'C' ------------------- [hhleilac]
  -Chasing Greywolf ----------------- [hhcg]
  -L.E.I.L.A. 'B' ------------------- [hhleilab]
  -Sewers/Palmera Mall -------------- [hhswpm]
  -L.E.I.L.A. 'A' ------------------- [hhleilaa]
  -Wolfpack HQ-Revisited ------------ [hhwphqre]
  -Big Bang-Disarming the Bombs ----- [hhbbdatb]

  -Disc 2 Start-Aquadome ------------ [hhd2sad]
  -Queen of Hearts ------------------ [hhqoh]

5. L.E.I.L.A. ------------------------------------------------------ [hhleila]
6. Disclaimer/Version History -------------------------------------- [hhdcvh]


FIND SYSTEM
-----------
Just cut and paste the boxed string above and use the find system to get there
QUICKLY. For example, the string should be like [hhxxxxx].

Explanation:

1. highlight the string

2. Ctrl + C

3. Ctrl + F

4. Ctrl + V

5. Press "Find Next".

==============================================================================
------------------------------------------------------------------------------
1.                         I N T R O D U C T I O N                   [hhintro]
------------------------------------------------------------------------------
==============================================================================

                    ------------------------------------
                      Winnie the poop 2's Introduction
                    ------------------------------------

Surprise, surprise. A Headhunter FAQ this late? Even after the infamous and
inexorable death of our beloved (or the lack thereof) Dreamcast? Affrimative.
Why? Just because I can. :) Concerning the walkthrough... I aim to create a
straight-forward yet outrageously detailed walkthrough for this Shenmue/Metal
Gear Solid-esque project. I'm going to write a Walkthrough that tells you
everything that you need to know, including the extras, but I won't add the
weapons/items/bullcrap (think long lists) that nobody really requires. In
other words, your eye candy for this document is just going to be the
walkthrough itself. 8-D

I tried to create a such walkthrough that has all of the feasible/visual
information neccessary for your learning while making it easy to find what
you're trying to find. I hope my format is simple enough for you to success-
fully find the spot you're stuck at quick enough.

Also, if you have any comments about this FAQ, please do e-mail me! It helps
my morale and boost my chances to write for more games with a lack of or a
minimal number of FAQs. Farewell!

                    ------------------------------------
                        AllNewSchool's Introduction
                    ------------------------------------

Well, I think Martin described all you really need to know in his
introduction (Loser). Anyways, this is is one of my FIRST FAQ projects ever,
and this is one of the BEST games (to my knowledge and extent) ever. So really
this should be a lot of fun, finishing the Walkthrough, Basics, and the
L.E.I.L.A. License sections. As you may of already known, I have not been with
the project ever since it's creation. Actualy I took this up via a Co-author
request from Martin, and trust me, the first few months he knew me, I'm
willing to bet he would have wanted to strangle me. I was lazy, un-motivated,
and never even contributed a single kb of information to this or any other
guide. BUT that is going to change now that I am once again up on my feet, so
be ready for a great one coming at ya'!

***NOTE***
As of the current date Martin erhh... Winnie the poop 2 is semi-retired, so
the finishment of this guide is in honor of him.

==============================================================================
------------------------------------------------------------------------------
2.                             C O N T R O L S                       [hhcntrl]
------------------------------------------------------------------------------
==============================================================================

No manual? I'm here for you, princess.

STANDARD CONTROLS
-----------------
ANALOG THUMB PAD: -Move the current character.
                 -Pressure-sensitive. The farther you move the stick, the
                  faster the character walks/runs.
                 -Climb onto an object. Tilt the pad to the desired direction
                  and the character will evetually climb onto the object, if
                  possible.
                 -Adjust aim.

          D-PAD: -'Quick-equip'
                 -LEFT/RIGHT: Select weapon/item.
                 -UP: Reload weapon.
                 -DOWN: Equip the previous weapon.

     'A' BUTTON: -'Action' Button
                 -Pick up/look at item.
                 -Shoot weapon while in gun mode.
                 -Execute the stealth attack from enemy's behind. (also in
                  gun mode)
                 -Grab a crate. Press up/down to pull/push the crate.

     'B' BUTTON: -Roll. Press left or right while pressing B to roll left or
                  right.
                 -Reverse shift for the motorbike.

     'X' BUTTON: -Gun Mode: Switch targets.

     'Y' BUTTON: -Get on the wall. This is called the 'Wall Mode'.

    'L' TRIGGER: -Crouch
                 -Brake the motorbike.

    'R' TRIGGER: -Turn the Gun Mode on/off.
                 -When in the Wall mode, press R to jump out of a corner with
                  the gun drawn out. Release R to return to the wall.
                 -Accerlate while on a motorbike.

 'START' BUTTON: -Enter the subscreen.

==============================================================================
------------------------------------------------------------------------------
3.                               B A S I C S                          [hhbscs]
------------------------------------------------------------------------------
==============================================================================

Main Menu
=========
At the Main Menu, you can choose from four different sub-menu's. They are as
follows the only way to begin the game, one way to change your game settings,
and the only way to load your saved game. Below I will describe them more
in-depth.

-New Game:
This will begin a new game for yourself, pretty self explanitory. After
choosing this, I suggest you move on below to the walkthrough.

-Load Game:
Pressing on this will consequently bring up another menu asking for you to
choose a memory card to load a HeadHunter save file off of.

-Options:


==============================================================================
------------------------------------------------------------------------------
4.                          W A L K T H R O U G H                    [hhwlktg]
------------------------------------------------------------------------------
==============================================================================

--'Faxon', this game owns!!!

Training Mission
================
I'll make this nice and simple. If you can't even handle it yourself, then you
deserve the death of Dreamcast. v_v;; You can skip this if you wish.

-Room 1: Normal Mode and the Action Button-
Press A to open the door.

-Room 2: Gunmode and Shooting-
Hold R to lock-on and press A to fire. Kill the virtual person to unlock the
door. The artifical person will not fire back.

-Room 3: Change Target and Adjust Aim-
Press X while holding R to switch targets. Only fire at the lighted (green)
virtual characters to successfully destroy them. Kill all three to advance.

-Room 4: Aiming at Objects-
Step back, press R to enter the gun mode. Look at the barrel and press X. That
will ensure the target of the flammable barrel. Fire at it to cause it to
explode, destroying the neighboring crates. As for the next fragment, just
shoot at the remaining barrel (press X to switch targets, remember?) to kill
the lone virtualist. (is that even a word? I think not! :P)

-Room 5: Wallmode and Shootouts-
You can't climb down and up the other side of the pit so side-step via the
narrow, thin ledge to the left. Press Y when you're close to the wall to
flatten yourself to the wall. Survive the pit and press Y again to revert back
to normal walking mode. Press Y again on the other wall. Side-step to the
corner and press R to turn around a corner. Fire at the guard to end the
mini-mission.

-Room 6: Crouch and Roll-
the final one! Immediately HOLD L and hide behind the first crate to the
left or right. Now, you have to wait (or not) for the guard to turn around
(look at the light around his head for the signal) and roll (press B) to the
next crate. Repeat until you're ducking behind the first crate before the
guard. All you have to do is to wait for the guard to turn away and release
the L trigger to stand up and run into the cave to the left to end the BLASTED
training mission! What do you get? NOTHING! NYAHHHH!

------------------------------------------------------------------------------
D I S C   O N E   S T A R T                                            [hhd1s]
------------------------------------------------------------------------------

Escape
======
After the humorous and crisp ABCBS networking, you witness a enslaved man,
Jack Wade, making a successful attempt of breaking out of the clamps of EVIL
sciencists! Oooo... *omnious music* Now you have to make the escape out of
the underground base of an unknown/unnamed biological experimental factory. To
me, this is more like a training level rather than a real one. The enemies
here comes out of predictable places, you have plenty of shelter to abuse,
etc...

If you're a folly and you haven't done the training mission, then I shall
state the facts for you. To lock-on an enemy and fire your weapon, press R
then A. You may use the boxes and the indents in the walls as your shelther.
If you do, just use Y to stick to the wall and use the R button to pop out
of corners. REMEMBER THOSE FACTS!!!! I won't remind you again... You can
literally mow down the hapless fools without using any shelter/popping out
anyway, just keep your hand on the R trigger.

Open the door at the end of the tunnel to the glory...

Stern Mansion
=============
After the lengthy and informative cutscene, you're back at a homely mansion
instead of a stuffy hospital. Yay. Angela Stern, the daughter of a recently-
murdered friend of yours, invited you over to discuss several concerns about
her cause, which is to track and hunt down Don Fulci, the prime suspect of
the death of Mister Stern. However, as of right now, you have to freedom to
examine the available rooms in the promixity.

The only thing you HAVE to take a look at is the Christpher Stern handbook,
the grey one on the table in the main room. Then Angela will hand you a key
to the elevator. By that time, you can leave immediately with a mean of
transportation. However, there's one nice extra to have before leaving: an
ADRENALINE. Go into the room across the hall from the elevator and find an
bottle of adrenaline on a table. Now you may leave.

Fortune Hill
============
At last! You finally get to move! Well, that wasn't too long, wasn't it? The
curvy Angela gives you the instructions to your next destination, which is the
ubiquitous L.E.I.L.A. headquarters.

Anyway, you get a new objective to compliment the relic motorcycle.
----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  1) Earn 250 skillpoints, then go to L.E.I.L.A. and obtain a license.      |
----------------------------------------------------------------------------

Leave the otherwise worthless Fortune Hill to the right, toward the North
District.

------------------------------------------------------------------------------
L . E . I . L . A . - ' C '                                         [hhleilac]
------------------------------------------------------------------------------

North District
==============
Now, you have to gain some skillpoints... Pretty simple. 250 points may seem
big, but it's all about handling your bike. Just use the strip that connects
the gate stop to rev up to 150 kph. As you're gong 150+ kph, you're getting
skillpoints. Outrageously simplistic. Stop when the road starts to curve.
Go around and repeat. Also, if you accerelate too fast, the bike'll go up,
losing any control so be careful! :)

After getting the message about the 250 bits, follow the map (upper right of
your screen, silly you) to the orange-ish dot. You cannot enter it from the
bridge (on the 'strip') so head south (toward the gate to Fortune Hill) and
hang a right. You should see a little ramp, going right, leading to a parking
lot. Among the cars in the lot, there's a glowing orange light. That's the
L.E.I.L.A. license location. Press A in the light to enter...

L.E.I.L.A. Office
=================
After a friendly skirmish with Hank Redwood and a damp conversation with a
god-ugly make-up addict, head to your left to find the L.E.I.L.A. testing
contrapation. You HAVE to take this right now, no questions asked.

VR Missions - 'C' Level
=======================
-Stage C-1: Motorcycle Control Test-
Passing Time: 0:32
     Record: 0:20
   Strategy: The trick here is to find the best way to tackle the turn after
             the second checkpoint (out of 4) without hitting the shallow
             wall. Here's how: Accerlate ASAP, without moving your D-Pad.
             Get to 210~220 kph or so. When you reach the second checkpoint,
             brake (L trigger) down considerably (I can do it with 120 kph,
             but 80 kph is fine) and make the turn. DO NOT accerlate during
             the making of the turn! Wait until you've completed the turn
             and accerlate to the third checkpoint. Take a right and find the
             fourth checkpoint between the oasis trees. Follow the path to the
             left to finish it up. If you did them all without any extreme
             slowness, you can easily get the record time.

-Stage C-2: Tactical stealth test-
Passing Time: 1:45
     Record: 0:40
   Strategy: Tactical stealth test my ASS. I can do all of this in 27 seconds
             and you can, too! Follow my directions CAREFULLY.
             --Walk to the rear end of the first guy and... RAPE HIM! No, I'm
               kidding. Seriously. Anyway, just hold down R and press A to do
               a stealth choke hold-kill. Make sure you're right BEHIND him.
             --If you did the previous step quick enough, you can make to the
               part with two guards in the indents in 10 seconds on the
               clock. If it is 10~13 seconds, RUN! Run past the ignorant
               guys before they turn around!
             --Unfortunately, the fourth guard will turn around before you
               can sneak by so wait at the turn until he turns around. When
               he does (20th second), go to the passage to the right, don't
               kill him.
             --The final guard is waiting in an deep, hidden indent, waiting
               for the chance to pounce on you. Wait by the T-intersection
               for him to turn around (25th second) and run to the finish
               line! 27 SECONDS!

-Stage C-3: Weapon utilization test-
Passing Time: 0:45
     Record: 0:27
   Strategy: The Target Time isn't hard to get, but the record is. The only
             way to get by the record time is to be AGGRESSIVE. The game
             expects you to use the environment wisely, but I say **** it!
             Just get in front of the abyss and everything and press R. Wait
             for the green virtual simulators to come up and SHOOT THEM! Just
             fire like crazy. Also, move around to get a better aim, so you
             don't hit the crates and such. I got 24 seconds this way so it's
             pretty do-able. Good luck.

-Stage C-4: Combat techique test-
Passing Time: 2:05
     Record: 0:52
   Strategy: It's not too tough. The game intends to take advantage of the
             plethora of the hiding spaces available, but I don't find it
             necessary. The first guard is waiting to shoot you from blind-
             side to the right. Shoot him down immediately and move on. There
             are three more guys in this area, so start shooting from afar
             while moving on. Don't ever stop and wait for your kills to
             rack up. Just shoot and walk at the same time. After killing
             your second victim, your bulletcounter should be at zero or
             close to it so take a brief moment in an indent in the wall to
             reload and go back out to kill the last two. Open the door to
             get to the second area.

             Three guys... which one to kill first? Just press R right away
             to allow Jack lock onto one of the soliders... the right one.
             Kill him while climbing down the right-side stairs. After
             victimizing him, reload and take down the left one. One more
             awaits for you on the top of the stairs, so you better hope you
             have enough life in you to continue. After killing them all,
             step into the portal to get the final C license.

L.E.I.L.A. Office
=================
Blah... blah... blah... After all of the talk (after getting the C license),
head to the 'C' section of the machine to the right to retrieve your first
weapons in the game: STIMULATOR AUTOMATIC and SCORPION NEUROSTUNNER! You also
receive a pack of DECOY SHELLS as well. Time to remark on your next adventure!

North District
==============
After the ingenious ABCBS news, you receive three new objectives:
----------------------------------------------------------------------------
|**NEW OBJECTIVES**                                                          |
|  1) Track down Greywolf and question him about Fulci's whereabouts.        |
|  2) Greywolf should be at either the abondoned Amco factory or the closed- |
|     down gas station in the North District.                                |
|  3) Locate the informers and try to get information about Greywolf from    |
|     them.                                                                  |
----------------------------------------------------------------------------

You have to find Greywolf at either the Amco factory or the gas station. You
could do the hassle and find the guy all by yourself, or you just could look
here and know what to do. :) The Amco factory is inaccessible right now, but
if you go there, you'll find a thug armed with a gun, ready to shoot you
down. Not safe. :( Go over to the gas station on the northeastern point of the
district (use the map in the menus to find its direction) and enter.

**A note for you: The maximum of skillpoints available has increased to 500,
so if you want to collect the increasements and tackle the 'B' license right
away, be my guest.**


------------------------------------------------------------------------------
C H A S I N G   G R E Y W O L F                                         [hhcg]
------------------------------------------------------------------------------

Wolkpack Gas Station
====================
After receiving a call from Angela, you get yet another Objective:
----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  4) Use the VM map screen to track the two informers.                      |
----------------------------------------------------------------------------

I've done this portion of the mission and thought of several ways on how to
explain this part of the mission and I decided that the step-by-step method
was the best one. So, here's the walkthrough.

1) Kill all of the Wolfpack members around the station. There are three of
  them... One is just behind/right of the station, pacing back and forth.
  The other two are practicing, firing some rounds at random targets. There
  isn't really any strategy for them other than going to the back via the
  right path. Kill the two guys first and you can catch the third with his
  back on you, allowing for an easy kill.

2) Get the spoils scattered all over the station's property. They are:
  ADRENALINE (front-left, on a crate); RESONATOR GRENADES (front-right,
  between a crate and a dumpster); CAR BATTERY (must find!, rear-right, on
  a crate); RESONATOR GRENADES (behind the car battery-on the floor);
  RESONATOR GRENADES (just behind the station, on a wooden plank).

3) Enter the station and investigate. You might notice that one of the
  informers is outside the station, but you can't get him... yet. *wink*
  Anyway, enter the station and open the only door that you can open. Do
  a stealth choke grab on the unsuspecting Wolfpacker once you locate him.
  Feel free to steal a FIRST AID and a RESONATOR GRENADE in this room. Now,
  examine the space by the door. No battry? No need to worry! You got the
  CAR BATTERY, right? So insert the battery in the gap (use the menus to
  access the battery) and let her rip! The engine will be moved, revealing
  a CARWASH TOKEN. Grab it and leave.

4) Enter the car wash with your token. However, there's a surprise for you!
  Two Wolfpackers are standing outside the entrance, seemingly waiting for
  you. Shoot them down immediately. You might get hurt a bit, but don't
  worry. Only one more enemy remaining. :) Now, go to the left side and find
  the slot for your Carwash Token. Equip it via your item menu and slide it
  in. The car wash door will open. Guess what? The car in the wash is a
  Wolfpack! Kill his ass! Another one will sneak behind you. Throw him off
  too... A RESONATOR GRENADE is lying in the back of the washroom. After
  all of that, enter the door on the right side of the wash.

5) Get the items and find a way to use them. In the previously undiscovered
  room, you discover a LOCKER KEY and a power unit. Do you remember
  any lock around here? If you thought about the car, you're WRONG! Buaha.
  Just unlock the other door and enter the car showroom (the one with the
  engine). In this room, move the engine back to the original position if
  you haven't. Then open the locker with the key (so THAT'S WHERE you use it!
  :P). The famous... ELECTRIC CORD is now yours! Yay! Now what? Did you try
  that switch on the post, bringing the car down yet? If not, please do try
  now. The power line will go out! *cries* Oh well, return two rooms back,
  the one where you found the Locker Key. Remember the broken cord in the
  power line? Insert the cord into the opening... >_> (no, I didn't mean
  that way...) to reactivate the power, at last. NOW you can go back to the
  engine room to access the car. However, the car is not your intention. The
  FIRE EXTINGUISHER is so grab it.

6) Extinguish the fire in the car, behind the station. That will reveal the
  burnt victim and his crowbar. Grab the CROWBAR. Mind the lone Wolfpacker.

7) Go to the left side of the station and take a good look at the shutted
  door. Pry the wooden planks open with the crowbar. Congrats, you've found
  the second and the final informant! Unfortunately, 'they' got to him before
  you did. Slowpoke. Heading outside... You confront Greywolf. Looked like a
  duel right there! Whew!

8) Congrats, you've completed this portion of the mission! Time to go over to
  the Amco headquarters!

AMCO Headquarters
=================
The only other 'orange' dot remaining on the map... shouldn't be too hard for
you to find it. When you finally find it, park in the orange circle. To the
right, there's a Wolfpack guard standing by a door. Take him out and get a
RESONATOR GRENADE on a barrel. If you try to use the card or whatever on the
door slot, you won't make it. Instead, find a well-hidden door on the other
side of the radius. NOW that's where you can use the valuable card you just
found. Open the door...

Wolfpack HQ F1
==============
You overhear two thugs chattering about how MAD thier bad, fat leader is! Hah,
his squad sure got 'pwned' by you at the station. You also learn that Greywolf
is hosting a meeting on the third floor... thus the new objective:

----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  2) Greywolf is holding a meeting on the third floor.                      |
----------------------------------------------------------------------------

Now, there are FIVE baddies around here. The ideal first move would be:
flatten yourself up toward the two guys that you just saw and sneak to the
corner. Press X to select the far barrel and fire away. It'll kill the rear
guy but not the front one. Get out of that spot and CHARGE! There's four more
guys but they are somewhat predictable. Shouldn't pose any problem for you as
for me.

Don't forget a PROXIMITY MINE from the north-western corner and the WALKIE
TALKIE and the PADLOCK KEY on the eastern side, on a crate. There are two
ways outta here, but either will go far... for now. Take a brief trip back
outside and use that Padlock Key on the previously inaccessible mini-storage
cabinet. (Mind the enemy on the stairs, by the way) You will find a power
switch to the elevators. Yes, go back to the elevator and ride it up. Don't
forget the ADRENALINE on the base of the dual doors.

If you need a FIRST AID, ride up to 2F. If not, continue on to 3F.

Wolfpack HQ 3F
==============
Boy, this place is creepy... Brrrr... Ack! Rodents! Wait a minute, I'm not
afraid of them. Oh well. The first two doors are locked... but there's a
PROXIMITY MINE in the bathroom stall (third door). A RESONATOR GRENADE is
in an narrow indent to the left of the dual doors.

If you step up to the last pair of doors, you will overhear a rather inter-
esting conversation between Greywolf and one of his comrades. They want to
predate you... Meh. You'll PWN him to hell later. :)  In the room opposite
the Greywolf version, you find a TRUTH SERUM (what's THAT for? O_O) and a
DOCUMENT. Take your time to read it over. Leave the room...

AHHH!!! A surprise flank attack! Meh. Just shoot his balls off (referring to
the guy bursting out of the door, if you have absolutely no idea on what's
I'm talking about. Bad.) That door is now unlocked so enter. Get a RESONATOR
GRENADE (haven't filled your stock up?) within. Go to the last door remaining.

Do a Stealth Kill for the primitive Wolfpacker. Wait for the second one to
come across the bi-secting intersection and shoot him down. Now the hallways
are all YOURS! :)))) To the upper left is a tiny stockroom with an ADRENALINE.
If you want to see something interesting, enter the door to the left and
head to the other door inside. Pull the crate down (hold A then down) to
reveal a blood-smeared poster: 'Wolfpack rules Since 1993'. Hmm... what could
that be?

Open the first door right of the T-intersection to find yourself in some sort
of a carpernter's room. Yet another PROXIMITY MINE is in the depths. Grab it.
Now, you see the lone unreachable red-lock-on target, right? You can access it
right now... Just pull the crate between the towers down and over to the
second gap. Yeah, you use it to climb up to that height, picking up the LOCKER
KEY. DUH. :P

With the locker key in your hands, go to the final door in the hallways. Grab
the MEDI PACK if needed. Open the lockers with your Key to find an EMBLEM. I
dunno what's that for... :/ Leave the room. Suddenly, a cutscene occurs,
involving an angered Greywolf barking orders at your Walkie Talkie. You can
choose whether if you want to answer it or not. Makes no difference, actually.
So, go back to the original hall-way with the stuck freight elevator. Execute
a shoot-out here with the two guys. Good luck, you know what to do.

Head to the double-door (Wolf's room) to trigger a scene with Greywolf. Open
the door with this code: '1993'. Remember the poster? Yeah... Anyway, just as
Jack was going to kill the infamous leader, his left-hand guy comes up: Bruce.
Take him down just as you would for a regular guy. Just don't get too close
to any glasses, he can cause them to explode, killing you.

After an anit-climactic battle, open the unlocked safe for a WOLFPACK EMBLEM
and a DOCUMENT about using the emblems. According to this very document, the
emblems are used to open the path up to the weapons-storage building. Now,
there is nothing you can do except go back to 2F to punch your emblem in.

***Note for you: If you pushed the red button on the table... an enemy will
come out looking for you, so don't push! :)***

Wolfpack HQ 2F
==============
Take the HEALTH PACK if you need. Now, to punch the buttons in, you have to
put the full emblem in the slot and punch in the correct buttons. If you
studied the document carefully, you'd know what to do. The document stated
that the half-emblem has the correct encoding and the other side is the mirror
image of that. You can see the buttons on the back of the emblem when it
revolves around in the item menu. It is:

O X
X X
X O
O X

So the mirrored image would be:

X O O X
X X X X
O X X O
X O O X

Punch the above image in and you've gotten yourself a full-fledged Wolfpack
emblem! Return to 3F.

Wolfpack HQ 3F
==============
Insert the emblem into the slot in the Grey Wolf's meeting room to unlock the
door up to the 4F.

Wolfpack HQ 4F - BOSS!
======================
BOSS BATTLE! Whoo! Greywolf has a bazooka machine gun so watch out... He has
a huge health bar, but it's actually pretty easy to take it all down. First,
if you have one or two Proximity Mines, this is the time to use them. Drop
one and wait (while avoiding him, of course) for him to step onto it. Lay it
in the middle of the path, not side. Each mine will take off about 1/4 of his
HP. After depelting the mines, you have to resort to the sneak-to-the-back-and
-shoot. Look at the map and sneak to his back and shoot him. When the HP goes
down to 1/5, he'll resort to the chicken method: sit in a corner and shoot
around randomly like a pack of VietCongs are after him! Muaha. Unfortuantely,
it's pretty tough to defeat him in this mode. Just look at the map and wait
until he looks away and pop out-shoot 2 or 3 successful hits. Go back and
use a Health Pack if necessary (there's a HEALTH PACK by the door). Try again
to finish him off. It may take a few tries to the blast radius of his cannon.
Grenades can be used as an alternative for mines, it does sizable damage...

After defeating your first boss, you 'arrest' him... Congrats, you've earned
your first arrest in the Crime Family! For now, take the door to the left of
the door you used to enter for a HEALTH PACK and RESONANT GRENADE. Leave the
hell-hole...

------------------------------------------------------------------------------
L . E . I . L . A . - ' B '                                         [hhleilab]
------------------------------------------------------------------------------

North District
==============
New objectives suddenly pops out:
----------------------------------------------------------------------------
|**NEW OBJECTIVES**                                                          |
|  1) Find out more about Fulci's ship, the Queen of Hearts.                 |
|  2) Upgrade to a 'B' license at LEILA to gain access to commerical shipping|
|     records.                                                               |
----------------------------------------------------------------------------

So... let's head back to LEILA to your 'B' test. However, you have to fill
your skillpoints to the MAX!!!! Which is 500 points. It's the same thing as
the last time, only the minimum is set higher: 200 kph. Plus, if you have
an 'accident' with a car or a barrier, you will take off 10 points or so
from your total score. So don't drink and drive. :)

L.E.I.L.A. Office
=================
-Stage B1: Motorcycle Control Test-
Passing Time: 1:20
     Record: 0:52
   Strategy: This version of motorcycle handling tests your sense of turning,
             unlike the speedy first edition. You should start off with a
             gradual accerlation so you don't pick your motorcycle, losing
             control. As for the turns, you should be able to turn them with-
             out using the brake button. Just stop the accerlating well
             before the turn and execute a WIDE turn, starting from the OUT-
             SIDE instead of inside. The final two checkpoints are on a long
             speedway so ride it, baby! No stops this time, just get to the
             finish. If you managed getting to the end without any use of the
             brake, you should have a record.

-Stage B2: Tactical Stealth test-
Passing Time: 1:35
     Record: 0:49
   Strategy: Pretty simple if you know what to do. The first guard won't
             move and it's like ON the path. So what to do? Just throw a
             Decoy Shell at the far corner to draw him out. When he's past
             the right path, you go up to the second guy (don't worry about
             the first one) and execute a choke kill. Remember that you have
             to be RIGHT BEHIND him to do this. Then run into the last alcove
             for hiding. Wait until 0:30, when the guards are facing away.
             Head to the right and stick to the wall, around to the finish
             line for a time of 34 or 35. Pretty simple.

-Stage B3: Weapon utilization test-
Passing time: 0:55
     Record: 0:40
   Strategy: Meh. Same thing as before (C3). Just move around to get a better
             view and fire away. There's six of them. Shouldn't be too hard.
             Red the C3 section if you still have problems.

-Stage B4: Combat technique test-
Passing time: 2:05
     Record: 0:55
   Strategy: The first part is pretty tricky. The glass that separates you
             from the first guard is bulletproof so you'll have to final an
             alternate method to decimate the opponent. Pull the crate to
             the left and target the crate to the back (X button while hold-
             ing R) and fire. It will ignite a chain reaction of explosions,
             eventually killing the first hopeless victim. The second room:
             kill the man in the corner FAST. Then reload before getting
             in the narrow hallway. There's two guys at the end of it. With
             your loaded-up projectile, kill them. The third room: four
             men await, but only one is visible at the start. Kill that
             obiovus man and the other 3 will come up. Two of those are
             standing in the upper left gap. The last one is in the lower
             right one. After killing them all, go into the portal. Sounds
             like I'm giving you lousy descriptions, but you just have to
             see for yourself, you got unlimited continues, use them. Good
             luck!

After attaining the B license, you immediately receive the coveted file of
'The Queen of Hearts' ship, Fulci's yacht. Read it over if you want. More
importantly (:P), open the 'B' section of the weapon storage for an UPGRADED
STIMULATOR AUTOMATIC, a REGULATOR SHOTGUN (!), and an ACTIONBELT. Upon
leaving, you get a lovely phone call from your favorite bombshell, Angela
Stern. She wants you to come over for... planning! >_>

----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  1) Join Angela at her house to plan the next move against Fulci.          |
----------------------------------------------------------------------------

North District
==============
Now that you have the B license, the maximum SP has swelled up to 800. However
it is NOT vital for your success right now. Just follow your objective, which
is to go to the den of Stern. Enter the Fortune Hill and into the garage.

Stern Mansion
=============
In the midst of your second tour through the mansion, you are halted by a
haunting scene playing on TV, smeared with 'PAYBACK TIME' in red. Looks like
Stern got kidnapped... Sheesh. Time for Prince Charming to rescue the beautiful
damsel in distress! Wade calls Hawke over for some directions, but Hawke won't
budge. After some discussing, Hawke reveals a hole into the mall, where Angela
is being held hostage: the sewers. Time to go!

----------------------------------------------------------------------------
|**NEW OBJECTIVES**                                                          |
|  1) Rescue Angela from the terrorists in the mall.                         |
|  2) Enter the mall through the sewers.                                     |
----------------------------------------------------------------------------

South District
==============
Yes, the SOUTH district. Go to the untravelled path instead of the usual
northern one. You will be granted permission to get through the checkpoint
because of your B license. Now, all you have to do is to follow the road all
the way to the orange parking spot (can be seen on the radar) and enter the
sewers.

------------------------------------------------------------------------------
S E W E R S / P A L M E R A   M A L L                                 [hhswpm]
------------------------------------------------------------------------------

Sewers - B3
===========
After a short, friendly walk, you witness a humorous conversation between two
terrorists (!), but don't let their  humor get to you. Stick by a wall and
execute them both with a shoot-out. A third one will pop out to the right so
be alarmed. After that, you have two ladders to go up, I took the closest
one, the one with 'GARAGE - B1' sign next to it.

Palmera Mall - B2
=================
Angela VMs you, pleading for her safety. Dammit, she doesn't have patience?
Bah. She informs you she is trapped in an elevator shaft somewhere. Yay.

----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  2) Angela is being held in an elevator shaft between floors.              |
----------------------------------------------------------------------------

Now, time for the level itself. The B2 of the mall is a garage, just as the
sign said earlier. Three guys await, but they doesn't know you're here, so
it is VERY possible to kill them all stealthy (choke kill). The first one
is easily trapped, he's just standing by that car. The last two needs time
if you want to stay quiet. Just wait for the right time and pounce! Follow
the arrows up to B1.

Palmera Mall - B1
=================
SHOTGUN SHELLS can be found next to a pillar, which should be the first thing
you do. After picking the rare item, go through the gap to the left. Suddenly,
a car alarm BLARES! This will warn two terrorists into facing you. Take out
your Shotgun (should be in close range, tho), Grenades, Pistol or whatever
you want and send them to hell. An easy way to do that is to lay back on the
wall (across the black car) and wait for the guards to come over. Then pop
out of the corner and fire your shotgun. One blast from that fearful mafia
gun will do for each. Continue to the door.

Palmera Mall - F1
=================
Enter the first door you see. Pick up an ADRENALINE and a pack of SHOTGUN
SHELLS in a variety of rooms around. After getting them both, open the air
vent (in the same room where you found the Shotgun Shells) and enter. Walk
all of the way to the left, to the bitter, cold end. Only at this time you
will witness a conversation between a 'boss' terrorist, masked, and a regular
terrorist about a 'secret objective'. Sounds NICE!

----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  3) Find out more about the Syndicate's secret plan, 'Project Millennium'. |
----------------------------------------------------------------------------

Return to the main hallway (out of the danky shafts) and equip your shotgun.
Enter the just-opened room where the Millennium guy just was in. A shotgun
blow to the guy will immediately kill him without recoil. Yay. Time to pick
up the spoils! They are: a DOCUMENT (Project Millennium) and a SECURITY
CONTROL CARD. With that, a new objective pops up.

----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  4) Replace the circuit card in the circuit board down in the sewers to get|
|     the mall security system back on line.                                 |
----------------------------------------------------------------------------

Do you realize what this means? Huh? Yes, you have to go all of the way BACK
to the sewers! Groan...

Go back downstairs and open the door entitled 'Basement'.

Palmera Mall - B1
=================
Kill the guy RIGHT front of you. Go into a room nearby for a HEALTH PACK (yay)
and leave to the left (when coming out of the Health Pack room) and run
around the horn. The next room will have a PROXIMITY MINE. Take that, of
course. The next two rooms have a RESONATOR GRENADE and a pack of NEURO-
STUNNER BULLETS. Want a challenge? You got it. Run all of the way back to
the entrance and continue going to the end of the hall. There's two more
guys in a storage room. Eliminate them. In a corner of the storage center,
there's a crate blocking a sewer gap. Push it off and drop down!

Sewers
======
We're back? Huh. Two more guys here, kill them with your weapon of choice.
Insert your newly-found Security Card into the circuit board to complete
Objective #4! Get back up to the Garage (yes, AGAIN!)!

Now, you have to re-do the whole ordeal of strangling the three guys again
but there's no more terrorists on B1 (the one with alarmed car).

Palmera Mall - 1F
=================
Just go back to the tiny hallway where you found the Security card. After
a VERY brief cutscene, two guards comes over. Blow them off and click the
security lock open. Enter the Shopping Center via the 'Staff Only' door
at the end of the hall.

Shopping Center - 1F
====================
Pick up the RESONATOR GRENADE right away. Wait for the terrorist to pass you
(don't move!) and get behind him, choke his head off. One down, two to go.
The other two are on the opposite ends of floor one, but they are not
mandatory. Do whatever you please, but you don't HAVE to kill them. Just go
up a floor.

Shopping Center - 2F
====================
There's a pack of BULLETS and a HEALTH PACK on opposite ends of this floor.
That's all. Come back down to 1F.

Shopping Center - 1F
====================
NOW kill the righty man (on the right side, I mean) to avoid getting seen.
At least TRY to do a choke kill. Once you have completed this, if you WANT
TO, go into the open shop called, "RECORDWORLD" (It's grating is pulled up
above the shop's only seeable door). And in here, you will immedietly be
confronted by a terrorist with a handgun, blow him away' with your shotgun.
Moving behind the check-out desk, you will find a HEALTH PACK, see? So now
either you can stare at all the cds and posters or you can exit the shop.
Anyway, you can now get into the elevator in a corner. It isn't functional,
but that's because something's BLOCKING it, not just because of the power
or whatever. Push the crate away to make it 'function-able'. Go up to 2F
again.

Palmera Mall - 2F
=================
Two more. Man... there are too many. NOT. It's just two. Bah. Just wait for
the first one to turn around and choke him off. The second one will freak out
and come over, just stick by a wall and turn around with your shotgun when
he's close enough to blow his head off.

Ignore all of the doors you come by except the one that has blinds/windows
(dead man right next). Enter to find a PROXIMITY MINE and a RESONATOR GRENADE.
Leave and press A on the elevator...

Enjoy the Angela's Rescue FMV! Meanwhile, grab the firehose for Jack, he will
use it as a tool to pull Angela out. Angela explains the Syncidate's true
intentions: to rob massive amounts of money from the Millennium Bank. Time
to stop them!

After the FMV, go out the door to get some new objectives.

----------------------------------------------------------------------------
|**NEW OBJECTIVES**                                                          |
|  1) Stop 'Project Millennium'.                                             |
|  2) Follow Ramirez through the sewers to the Millennium Bank.              |
|  3) Hook Angela into the bank's mainframe.                                 |
----------------------------------------------------------------------------

Leave via the double doors to the Shopping Center.

Shopping Center
===============
ACN has stormed the place, looking for the terrorists. However, they think
that YOU are a terrorist so avoid them. You can only use the tazer on them,
but I managed to NOT use it. Just hug the walls and wait for your chance
to bypass them, to the door (left of the stairs). Continue to the Basement
since the sewers are shut down and un-accesible.

Basement
========
Sad but true... the terrorists are still here, lurking. A not-so-sad fact:
there's only one that is on your path to the Bank. Shotgun/Pistolize your
way to the sewers in the storage area.

Sewers - B3
===========
Ramirez, the red-masked boss, has broken the barrier that blocked your way to
the depths of the sewers so follow him through that gap. A ladder is on the
end of this decisive sewer system, but it is screened by three terrorists.
You know what to do, right?

Millennium Bank
===============
----------------------------------------------------------------------------
|**NEW OBJECTIVES**                                                          |
|  2) Find and question Ramirez.                                             |
|  3) Hook Angela into the bank's mainframe so she can reverse the transfer  |
|     of money to the Syndicate.                                             |
----------------------------------------------------------------------------

Finally... Heh. Pick up the HEALTH PACK nearby, you'll need it. If you looked
at the radar carefully enough, you can detect three terrorists protecting the
field. Take all of them down, use the hallway (where you entered) as your
hideout if you get in trouble. After killing them all, check the survillence
camera out. Looks like Ramirez's hacking a some sort of computer in the
mainframe. Hmph. Press the button to open the safety door. Enter through the
door.

Depsite the shher size of the conference room, there's no items for your
liking here. Luckily, there's a box of SHOTGUN SHELLS and a PROXMITY MINE in
the room to the left. Pick them up and head back right to find a door heading
to the mainframe! Onward!

With some cussing like "The rest of us call you asshole", Ramriez comes out
with a venomous spider. Here comes your second boss battle...

BOSS: Poisonous Spiders/Ramirez
===============================
Extremely difficult to figure out what you're supposed to do but sooooo
easy to win if you know EXACTLY what you're supposed to do. Ramirez is a
wussy-crybaby, shielded in a small minaframe room. He sends three spiders
at you at once, and they move fast. If you shoot them ONCE, they will freeze
and explode after a while. If you shoot at them TWICE, they will explode.
Your only weapon against Ramirez is the spiders themselves so you have to
find a way to exploit them. You can... just shoot a spider and walk up to
it, and press A. You will have the ability to control them. Press A once
to propel it, causing it to crawl forward. Press A again to jump. Time the
jump so it will hit the security door mid-air. Do this four times to win.
While you're controlling the spider, you are still vulernable to other
spider's poison. My recommendation: Kill two spiders and use the last one.
Ramirez will only re-release the trio if the previous triplets has been
wiped out entirely. Good luck!

After the battle, Ramirez stumbles down, injured by the venom. Yet, he won't
budge for you, keeping his big mouth shut. Just use your unused Truth Serum
on him. He'll talk then.

Watch as Jack Wade 'persuades' Ramirez for answers for the mainframe. Then,
you will have to comply with Angela Stern to hack the mainframe. You have to
memorize the colors' patterns and match it accordingly three times. The
patterns are purely random, however. You have unlimited continues anyway, meh.

--'Faxon' "I aced them all, take that 'Fox'."

Afterwards, Ramirez reveals one final note: Fulci will still get the money and
there's a plan in Wolfpack entitled 'Phoenix'. Mysterious... But if you want
to access the governmental files such as Phoenix, you'll have to pass the 'A'
level of LEILA training!

South District
==============
----------------------------------------------------------------------------
|**NEW OBJECTIVES**                                                          |
|  1) Discover more about the Syndicate's backup plan to get the money.      |
|  2) Upgrade to an 'A' license at LEILA to obtain access to government      |
|     files.                                                                 |
|  3) Check the database for information on 'Phoenix'.                       |
----------------------------------------------------------------------------

Nothing happening here, so return to L.E.I.L.A. base in North District once
you get 800 skillpoints (speed on your motorcycle and don't crash. The usual
stuff).

------------------------------------------------------------------------------
L . E . I . L . A . - ' A '                                         [hhleilaa]
------------------------------------------------------------------------------

L.E.I.L.A. Office
=================
-Stage A1: Motorcycle Control Test-
Passing Time: 1:50
     Record: 1:01
   Strategy: By now, you already know the drill. This one is a matter of
             choice rather than skill. There's 8 checkpoints in all, exclud-
             ing the finish line. Here's the order I used to get my record
             time:
                        ---------------Fin
                       |                        -------4
                       8                2-------3      |
                       |                ^              |
                       7-------6-------<1<------5------
                                        |
                                        ^
                                      Start

-Stage A2: Tactical Stealth Test-
Passing Time: 2:00
     Record: 1:20
   Strategy: A rather interesting one. First, there's four guards in all.
             All of them follow a timed positioning so it's possible to
             follow a timed pattern and get them all without difficulty.
             The first guard to kill would be to your immediate left,
             up the stairs. Choke him by the 6~7 second mark. Go back right
             and find the guy spinning around in an alcove. His attention
             span is pretty short, turns around every 2 seconds or so.
             Be patient and get him at around 18-second mark (14 is the
             lowest possible, if you got the first one). Two remain.
             Continue going upwards and left. Run across the narrow bridge
             and choke the third one off. Should be at 25 seconds or so.
             Go back to the beginning and turn around. Go to the untravelled
             path, wait for the final guy to come up to the right wall. You
             know what to do. The stairs to the left of the fourth victim
             leads to the warp point.

-Stage A3: Weapon utilization test-
Passing Time: 1:30
     Record: 1:05
   Strategy: Same old, same old. Just get in front and shoot everything
             that moves. Re-load after every kill to stay up-to-date. I
             believe there are eight guards in all.

-Stage A4: Combat techinique test-
Passing Time: 2:30
     Record: 1:28
   Strategy: The record time is somewhat stingy, but it's certainly possible.
             There's three guards in each of the three rooms. The first room:
             choke the first two guards and shoot the final one to save time.
             (The final one won't have time to shoot back if you shoot fast
             enough!) The second room: Go downstairs (far right corner) and
             choke the first guard (turns around at about 35 seconds) and
             choke one more. Kill the final one once again. The door to the
             final room is downstairs, near right (directly below the entr-
             ance). The third/final room: Choke the nearest guard, shoot the
             other two. The gate out of hell: the corner opposite the door.
             Should make the record, just barely.

Open the 'A' dispenser to receive a SUB-MACHINE GUN and a CODE BREAKER.
Yahoo!

------------------------------------------------------------------------------
W O L F P A C K   H Q - R E V I S I T E D                           [hhwphqre]
------------------------------------------------------------------------------

North District
==============
After a call from Angela, you receive two more objectives:
----------------------------------------------------------------------------
|**NEW OBJECTIVES**                                                          |
|  1) Find out what the Syndicate has been doing with an expert in nuclear   |
|     fission.                                                               |
|  2) Go to Wolfpack HQ and search for the plans Ramirez said are hidden in  |
|     the filing room reached via the meeting room.                          |
----------------------------------------------------------------------------

Return to the headquarters of the infamous Wolfpack squad.

Wolfpack HQ - F1
================
Guess what? ACN hath RETURNED!!! Muaha. Now, there is only one ACN officer
currently on duty outside, so you can either choke him to death or stun him
with your trusty (or not) Neurostunner. After solving this, go up to
the locked door above the stairs. Use your Code Breaker to decode the
'magnetic code lock'. A lever will be revealed, pull it down to reveal a
shutter-ladder. BEFORE you go up the ladder, go over to the now welded
side-door you used to get into the HQ last time. Adjacent the door is some
NEUROSTUNNER AMMO, take it and guess again??? You get to climb up to F4!

Wolfpack HQ - F4
================
Be aware of two ACN men 'sweeping' the path. The small room in the corner
(weapons storage) has a RESONATOR GRENADE and a pack of STUNNER BULLETS.
Firstly, I suggest you kill the NCA Officer nearest you and go around the
first building opposite the NCA Officer next to the weapons storage room's
view. After killing this Officer with a jerk to the head, do the same to
the other one. Now, go down to F3 via the door in the corner opposite the
weapons storage room door.

Here's the ASCII floor plan...


4F Plan--
____________________________
|=X---------------------->== |
|=     _____________         |
|     |             |        |
|     |             |        |
|     |             |        |
|     |             |        |
|     |_____________|        |
|                            |
|    X------------------     |
|      _____________   |     |
|     |             |  v     |
|     |             |        |
|     |             |        |
|     |             |        |
|     |_____________|        |
|                       J    |
|____________________________|

         --Legend--

      == - Door

      = - Door
      =

      X - NCA Officer

      Lines inside map - NCA Officers routes

      J - Jack Wade (YOU)


Wolfpack HQ - F3
================
Damn, it looked like everything just changed at once. Well, it didn't change,
it's just the same building, only without power. Remember the door that you
couldn't open the first time around? Well, try to open that with your Code
Breaker. You can't! Why? No power, of course! Time to re-activate the
electricity!
----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  3) Restore power to the third floor so the code breaker can be used to    |
|     open the lock on the filing room door.                                 |
----------------------------------------------------------------------------

What now? Lemme tell you.... those ACN guys on this floor will shoot you like
HECK so you better move fast in those hallways! So, head for the cargo
elevator (across the hall, the elevator that didn't work before- white doors)
RIGHT AWAY! Press A to open, then A again to drop down to F2! The ACN will be
over you like a swarm of bees if you're too slow!

Wolfpack HQ - F2
================
The lift fell! Oh man... Two more ACN bastards right here. Fortunately, no
sort of chances for you. Ignore them and hang a right? See the box tucked away
in the corner? Pull it down and move it into the room to the right. Use it as
a footstool for reaching the power switch above. With the power on, withdraw
to the freight elevator. See the narrow length just by the elevator? Open the
door right there to find a 'backdoor' of some sort.

Press the button at the end of the catwalk to drop the ladder down another
floor.

Wolfpack HQ - F1
================
Two ACNers here, but they won't do you any good. Ignore them and go to Jack's
right for the stairs up to the only working elevator left. Go up to F3.

Wolfpack HQ - F3
================
Proceed with EXTREME CAUTION. Hold back and wait for the first guard to turn
right and choke him immediately. The second one paces out and in the bathroom.
Saty away from the bisecting hallway and wait for him to go into the bathroom
and do your job. The third one... don't have to. You can get the STUNNER
BULLETS if you kill him. Return to the entrance to the filing room so you can
use your card to open it, finally!

Inside the filing room: pick up the BOMB MAP, LOCKPICK, and the DOCUMENT.

------------------------------------------------------------------------------
B I G   B A N G - D I S A R M I N G   T H E   B O M B S             [hhbbdatb]
------------------------------------------------------------------------------

North District
==============
Watch one more hilarious ABCBS incidient and it includes Fulci this time.
Hawke, with concern, telephones you and informs you about your predators:
every headhunter in the ACN! Wade isn't fazed. Time to disarm those bombs and
foil the plans of 'Big Bang'!

HOW TO DISARM THE BOMBS: You will be given three button sequences. Press them
                        accordingly and if you got them all right, you dis-
                        arm the bomb. (all buttons, including the triggers)
                        The timer will increase and you continue the search.
                        6 bombs in all. Good luck, soldier. (The button
                        sequences will be in the form of buttons on your
                        controller).

BOMB 1: North District. Stop and pause. Use the start menu's map to locate the
       location of the first bomb. Ride like the wind! Once you find the
       orange check-point, park there and go down the sewers. Kill the guy
       underground. Disarm away!

BOMB 2: South District. Pretty tricky... The entrance to the South District is
       like a highway and the entrance for THAT is further north, not south.
       Once you enter the appropriate district, take the highway to the left
       and go all of the way to the sewers. Take the right path to the bomb.
       Only one villain here.

BOMB 3: South District, two in a row! Saves you time, whoo! Take either
       direction of the highway (I chose north then west). Just stay on the
       highway and you'll find the orange pod for the sewers. Yep, just one
       gangster in the smelly rivers. To get to the bomb, stay going to the
       left, don't go right until you reach the last intersection heading
       right.

BOMB 4: North District. Once in North District, you would go to the orange dot
       that appears to be on the gate on the radar. Well, it's not! Pause and
       take a look on the start menu map. See the THICK blue line running
       across the gate's think line? Well, you have to go to the OTHER side
       of the city and pass through a small gate, ride the open, dried-out
       river to the sewers! A very short piece of tunneling with two guys.

BOMB 5: Also in North District. To get there quickly, get out of the canal
       via the open gate. Stay on the SAME road that you got on once you
       got out of the canyon. Just stay on there and you will eventually
       get there. The sewers is like a MAZE! Ugh. To get through it with-
       out any difficulty, use pause every once in a while and use the
       map to find where you're supposed to go. Two guys lurking...

BOMB 6: The final one! It's actually pretty close, just by the LEILA office.
       The sewers for this one are minimal with two guys ready for you...

When you've disarmed the final bomb, you will witness a quite entertaining
cut scene. Enjoy the finale of disc one and pop in disc two!

------------------------------------------------------------------------------
D I S C   T W O   S T A R T - A Q U A D O M E                        [hhd2sad]
------------------------------------------------------------------------------

Aquadome Battle Arena Con-Bat Boss:???
======================================
This is your third boss battle, and let me tell you... DO NOT INTIMIDATE this
thing! He is very strong, and will plow you into the ground like he did
Greywolf, so let's have a strategy eh'? Firstly your in an arena with various
blocks etc.. everywhere. So, if you look around you'll notice that there are
red circles on the floor, along with a green one in the middle. These are your
means of survival, so use them well. When the boss get's near you, run and
stop onto one of the circles, wait a second or so, then immedietly dive off,
a lightning bolt will strike down in the peremisis of the circle and anything
in it. Hopefully if you led the boss right, he'll have walked right into the
circle as the lightning struck. Doing minimal damage, yes?!? BUT it is the
ONLY way to take him/her down so continue doing so until the boss's health bar
has depleated. Oh, and during your fight every time you hurt the boss
henchmen, or inmates will come out after you, shooting off handguns like no
other.

After the fight, the boss will move into the green circle and well... you get
the idea. Be ready for another scene, except this one is really long!

Firstly Jack Wade (YOU) and Greywolf will escape via an escape pod, and will
pop up on the ocean surface, somewhere near the Docking Bay, in Los Angles.
At the same time Angela will be at home when an officer comes in un-anounced.
Angela gets mad, so he then will finally get the message to leave. Jack will
contact Angela via the wrist communicator and after a conversation, Angela
decides to hed on down to the Docks to find Jack and to find out what's
going on.

------------------------------------------------------------------------------
Q U E E N  O F  H E A R T S                                            [hhqoh]
------------------------------------------------------------------------------

Docks
=====
Another scene will comence, revealing two terrorists talking about some
'special cargo' being held within warehouse number 12 (twelve). They'll then
leave to take a look at it... now's your chance. Playing as Angela, view the
area out. There will be two workers (terrorists in disguise) guarding the
entrance to where the 'special cargo' and the Queen of Hearts (Don Fulci's
smuggling vessel) is located. So have Angela  sneek around the shipping crates
until she's behind the first terrorist, adjacent the one near the gate. Kill
him, then gun down the other. Simple stuff really, eh'?. Now move over to the
door, and you'll find if try to open the door itself, you can't it's locked?!?
Don't worry just press the switch via the pole next to you, the door will then
open voila erhhh.... yeah.

This area is a bit' larger than the last so follow me as I guide you okay? Run
up behind the first terrorist you see, the one in front of you and snap his
neck. The second terrorist will come out into view aheasd of you, so take a
side-role and pop hot lead into his body. Moving on, you can take the path to
your right for a RESONATOR GRENADE on top of a garbage dumbster then the path
to your left to near you closer to your objective.

As you near the bridge on the left path, stop behind a shipping crate and wait
as the terrorist on the bridge will walk right in front of you. He'll then
stop, and after a few seconds turn around.... snap his neck. Continue down the
path until you come to a large crate running all the way to the end of the
trail. Taking the left side will get you a RESONATOR GRENADE and the right an
ADRENALINE. Either way, go back to the bridge to find a gate at the end, open
it and move on to the next area.

There is nothing left for you besides a dead end, so trail the path to your
right. It'll wind around a warehouse and then into a large bay with
warehouse's counting up to 12 (twelve). First off take out the terrorist
walking about 200 (two-hundred) feet ahead of you. There will be another
just around the bin, so wait till he turns around and walks the other way...
you know what to do. After this turn around and move along into the next wide
area. There will yet again be another terrorist further ahead of you, shoot
him then move to the wall to your right. Follow it as it comes to a short path
leading to a dead end and a RESONATOR GRENADE. Turn around and cautiously
bend around the corner. There should be two terrorists waiting for you, you
know what to do, nothing new here. Keep moving along the path where you just
took out the terrorists, as it finds it's way right into a small area, follow
it. Here, finaly you will meet the 'infamous' warehouse 12 (twelve). Enter it
via the glass garage door.

Warehouse 12 (twelve)
=====================
Another scene will occue revealing the whereabouts of Jack and some new
information on the deal about to go down with some hadguns and organs W00t!

----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  2) Jack is a prisoner on the Queen of Hearts. It may be possible to get   |
|     on board throuh the loading area.                                      |
----------------------------------------------------------------------------

Alright, so Jack is a prisoner and you need a way to get on the Queen of
Hearts.... that's pretty much your objective in a bundle. So now the two
terrorists will come out of the office and by where you are. There is no real
easy way to say this, gun em' down.

Once you have disposed of them, make your way into the office uptop the
stairs, and grab the LOADING KEYCARD of the desk. If you want a HEALTH PACK go
to the back of the warehouse and it'll be lying there all by itself. So with
this concludes your stay in warehouse 12 (twelve)... LEAVE!

Docks
=====
Move along the warehouse back towards were you just ventured, and you'll come
across the Queen of HEarts ship (docked) and a gate. Enter through the gate.
Allow Angela to move forward and the wind around the shipping crate blocking
your way. There are two guards in front of you, take them out and move on over
to where their bodies lay. Right of that is another gate (the final one) using
the keycard go through it.

Move forward a bit' and a scene will yet again comence. Angela will stow away
on the Queen of Hearts via a shipping crate, once the vessel is far enough out
on the Ocean, Angela will get out, but will be spoted by some terrorists.
Great.

----------------------------------------------------------------------------
|**NEW OBJECTIVE**                                                           |
|  1) Find where Jack is being held on the ship.                             |
----------------------------------------------------------------------------

Queen of Hearts F2
==================
Once in control, have Angela drop down BEHIND the terrorist searching the
crate behind you. Snap his neck, and your chances are slim on NOT being seen,
so quickly run to your right and to the side where the terrorist you just
killed was standing.

Queen of Hearts F1
==================
Move over to the door, and open it to finaly be below deck. Immedietly there
will be a terrorist walking your way shoot him, and note right behind you is a
magnetically locked hatch, hmmm. Anyways, coninue on down the hallway to find
some Biotech tanks filled with O_o, and a short path leading to a door. Take
the door.

Stairs
======
Move on up to F2.

Queen of Hearts F2
==================
From where your standing, turn around to eventually find a store room with a
RESONATOR GRENADE and a DOCUMENT. Read the document if you would like, and
turn your attention to the machine with 3 (three) slots marked Alpha, Beta,
and Gamma. Well you really can't do anything with it yet, so go back out the
door, and move down the hall the opposite where you are. There is a terrorist
pacing the hallway past the 'stair door' and after the small area with yet
another un-useable door. Kill him when he turns opposite you, then follow his
path through the hallway and go through the first door on your left.

In here, if you branch off to the smaller room you'll find a HEALTH PACK. The
main room however, holds a BETA CHEMICAL, DICTAPHONE, and a DOCUMENT. The
document is actually rhe Captain's journal read it if you like, then exit the
room.

Opposite the room you just left is a barred up door, un-accessible so continue
down the hall to find a shower room. In the shower room, one of the lockers
holds an ADRENALINE (closest the door, behind the wooden bench). Exit the room
and the floor for that matter, as the next door you come across doesn't have
a turn-wheel.

Stairs
======
Go on up a flight to F3.

Queen of Hearts F3
==================
Careful! There is a spot light in the corner straight ahead of you. But before
we venture to that I advise you turn around to the very last room on your
left. In the back of this room is a RESONATOR GRENADE. Now, go back to the
stair door, and wait for the spot light to come towards you. As it does, and
moves away from you, follow it to it's blank spot directly underneath it. Once
the light moves on enter the dining area (ahead of you) and kill the lone
terrorist looking at the poster. Now, there is like 4-5 (four to five)
terrorists on the other side of the room, and anohter 2 (two) in the hallway
leading out of the area. Good luck!

Once finished, go into that hallway I just told you about, and into the room
adjacent the end of it. Further back in this room, is an ADRENALINE, and if
you open the locker behind it you'll find an ALPHA CHEMICAL and a DOCUMENT.
The document is just a notice to crewman, so exit this romm, and enter the
long halllway that bends around a corner one way and to the right stops at
a dead end. You decide were to go >_>.

Following the hallway to your left will result in an open door, and if you
continue to the end of it, a PROXIMITY MINE. Now, take the open door to find
a flight of stairs leading down to F2?!?

Queen of Hearts F2 - Jack's brig
================================
Remember that door with out a turn-wheel? Your on the other side of it! So
open it, creating an easy passage for later on. Then turn around, to find 4
(four) barred up doors including the one near the stairs. Pass on by them and
enter the large hallway. 2 (two) terrorists will be guarding a door, hmm...
So dispose of them, then go up the door and press the action button. A scene
will take place, Angela will find Jack in the cell, Jack will tell her the
cell wall looks kinda weak O_-. He'll then give Angela a LOCKPICK, yay! Time
to find a way to take that wall down.

Now, just so we are on level with each other, the wall I'm talking about is
located in the romm left of Jack's cell. There's nothing in there besides the
wall however so don't bother searching for items.

You can continue down the hallway, to open yet the second and final door that
had no turn-wheel on it. This will lalow to access the full F2. So, go back to
the stairs (the ones right in front of you of the door you just opened) and
move on up to F4.

Queen of Hearts F4
==================
The door in front of you as you get off the stairs is barred up, so pass on by
to find a door. Don't go in this door yet, first go in the open door right of
it and grab the RESONATOR GRENADE on the shelf. Now go in the door kapeesh? A
scene will take place, about 2 (two) terrorists talking about Jack being
handed over to the ACN via the flight pad on the ship's deck. The guards will
then move on about there buisness. So easily sneak around the room and kill
both of them with a snap to the neck.

Once you have taken care of any hostiles in this room, grab the LOGBOOK of the
desk (read it if you would like) then press the button on the far side of the
desk (adjacent the logbook). Here's an ASCII map for you...

                   -----------------------
                  |                       |
                  |                       |
                  |                       |
                 B|  L                    |
                   -----------------------

                    --Legend--

                  L - Logbook

                  B - Button

The locker behind you will move over, allowing you to view a door behind it.
Using your lockpick open the door. In this room, there is a RESONATOR GRENADE,
MASTER DISC, and a GAMMA CHEMICAL. Congratualtions! You have fund all the
chemicals to make a bomb to blow jack out of his cell =P). Now, go back down
to F2.

Queen of Hearts F2
==================
Go down the hallway opposite the side your facing as you come off the stairs.
the room with the machine to mix formula's is in the side door before you
enter the hallway where Jack's cell is located. Go up to the machine, and for
each chemical

More coming soon! Read the latest Version History.

==============================================================================
------------------------------------------------------------------------------
5.                           L . E . I . L . A .                     [hhleila]
------------------------------------------------------------------------------
==============================================================================

------------------------------------------------------------------------------
S T A G E   ' C '
------------------------------------------------------------------------------

-Stage C-1: Motorcycle Control Test-
Passing Time: 0:32
     Record: 0:20
   Strategy: The trick here is to find the best way to tackle the turn after
             the second checkpoint (out of 4) without hitting the shallow
             wall. Here's how: Accerlate ASAP, without moving your D-Pad.
             Get to 210~220 kph or so. When you reach the second checkpoint,
             brake (L trigger) down considerably (I can do it with 120 kph,
             but 80 kph is fine) and make the turn. DO NOT accerlate during
             the making of the turn! Wait until you've completed the turn
             and accerlate to the third checkpoint. Take a right and find the
             fourth checkpoint between the oasis trees. Follow the path to the
             left to finish it up. If you did them all without any extreme
             slowness, you can easily get the record time.

-Stage C-2: Tactical stealth test-
Passing Time: 1:45
     Record: 0:40
   Strategy: Tactical stealth test my ASS. I can do all of this in 27 seconds
             and you can, too! Follow my directions CAREFULLY.
             --Walk to the rear end of the first guy and... RAPE HIM! No, I'm
               kidding. Seriously. Anyway, just hold down R and press A to do
               a stealth choke hold-kill. Make sure you're right BEHIND him.
             --If you did the previous step quick enough, you can make to the
               part with two guards in the indents in 10 seconds on the
               clock. If it is 10~13 seconds, RUN! Run past the ignorant
               guys before they turn around!
             --Unfortunately, the fourth guard will turn around before you
               can sneak by so wait at the turn until he turns around. When
               he does (20th second), go to the passage to the right, don't
               kill him.
             --The final guard is waiting in an deep, hidden indent, waiting
               for the chance to pounce on you. Wait by the T-intersection
               for him to turn around (25th second) and run to the finish
               line! 27 SECONDS!

-Stage C-3: Weapon utilization test-
Passing Time: 0:45
     Record: 0:27
   Strategy: The Target Time isn't hard to get, but the record is. The only
             way to get by the record time is to be AGGRESSIVE. The game
             expects you to use the environment wisely, but I say **** it!
             Just get in front of the abyss and everything and press R. Wait
             for the green virtual simulators to come up and SHOOT THEM! Just
             fire like crazy. Also, move around to get a better aim, so you
             don't hit the crates and such. I got 24 seconds this way so it's
             pretty do-able. Good luck.

-Stage C-4: Combat techique test-
Passing Time: 2:05
     Record: 0:52
   Strategy: It's not too tough. The game intends to take advantage of the
             plethora of the hiding spaces available, but I don't find it
             necessary. The first guard is waiting to shoot you from blind-
             side to the right. Shoot him down immediately and move on. There
             are three more guys in this area, so start shooting from afar
             while moving on. Don't ever stop and wait for your kills to
             rack up. Just shoot and walk at the same time. After killing
             your second victim, your bulletcounter should be at zero or
             close to it so take a brief moment in an indent in the wall to
             reload and go back out to kill the last two. Open the door to
             get to the second area.

             Three guys... which one to kill first? Just press R right away
             to allow Jack lock onto one of the soliders... the right one.
             Kill him while climbing down the right-side stairs. After
             victimizing him, reload and take down the left one. One more
             awaits for you on the top of the stairs, so you better hope you
             have enough life in you to continue. After killing them all,
             step into the portal to get the final C license.

------------------------------------------------------------------------------
S T A G E   ' B '
------------------------------------------------------------------------------

-Stage B1: Motorcycle Control Test-
Passing Time: 1:20
     Record: 0:52
   Strategy: This version of motorcycle handling tests your sense of turning,
             unlike the speedy first edition. You should start off with a
             gradual accerlation so you don't pick your motorcycle, losing
             control. As for the turns, you should be able to turn them with-
             out using the brake button. Just stop the accerlating well
             before the turn and execute a WIDE turn, starting from the OUT-
             SIDE instead of inside. The final two checkpoints are on a long
             speedway so ride it, baby! No stops this time, just get to the
             finish. If you managed getting to the end without any use of the
             brake, you should have a record.

-Stage B2: Tactical Stealth test-
Passing Time: 1:35
     Record: 0:49
   Strategy: Pretty simple if you know what to do. The first guard won't
             move and it's like ON the path. So what to do? Just throw a
             Decoy Shell at the far corner to draw him out. When he's past
             the right path, you go up to the second guy (don't worry about
             the first one) and execute a choke kill. Remember that you have
             to be RIGHT BEHIND him to do this. Then run into the last alcove
             for hiding. Wait until 0:30, when the guards are facing away.
             Head to the right and stick to the wall, around to the finish
             line for a time of 34 or 35. Pretty simple.

-Stage B3: Weapon utilization test-
Passing time: 0:55
     Record: 0:40
   Strategy: Meh. Same thing as before (C3). Just move around to get a better
             view and fire away. There's six of them. Shouldn't be too hard.
             Red the C3 section if you still have problems.

-Stage B4: Combat technique test-
Passing time: 2:05
     Record: 0:55
   Strategy: The first part is pretty tricky. The glass that separates you
             from the first guard is bulletproof so you'll have to final an
             alternate method to decimate the opponent. Pull the crate to
             the left and target the crate to the back (X button while hold-
             ing R) and fire. It will ignite a chain reaction of explosions,
             eventually killing the first hopeless victim. The second room:
             kill the man in the corner FAST. Then reload before getting
             in the narrow hallway. There's two guys at the end of it. With
             your loaded-up projectile, kill them. The third room: four
             men await, but only one is visible at the start. Kill that
             obiovus man and the other 3 will come up. Two of those are
             standing in the upper left gap. The last one is in the lower
             right one. After killing them all, go into the portal. Sounds
             like I'm giving you lousy descriptions, but you just have to
             see for yourself, you got unlimited continues, use them. Good
             luck!

------------------------------------------------------------------------------
S T A G E   ' A '
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-Stage A1: Motorcycle Control Test-
Passing Time: 1:50
     Record: 1:01
   Strategy: By now, you already know the drill. This one is a matter of
             choice rather than skill. There's 8 checkpoints in all, exclud-
             ing the finish line. Here's the order I used to get my record
             time:
                        ---------------Fin
                       |                        -------4
                       8                2-------3      |
                       |                ^              |
                       7-------6-------<1<------5------
                                        |
                                        ^
                                      Start

-Stage A2: Tactical Stealth Test-
Passing Time: 2:00
     Record: 1:20
   Strategy: A rather interesting one. First, there's four guards in all.
             All of them follow a timed positioning so it's possible to
             follow a timed pattern and get them all without difficulty.
             The first guard to kill would be to your immediate left,
             up the stairs. Choke him by the 6~7 second mark. Go back right
             and find the guy spinning around in an alcove. His attention
             span is pretty short, turns around every 2 seconds or so.
             Be patient and get him at around 18-second mark (14 is the
             lowest possible, if you got the first one). Two remain.
             Continue going upwards and left. Run across the narrow bridge
             and choke the third one off. Should be at 25 seconds or so.
             Go back to the beginning and turn around. Go to the untravelled
             path, wait for the final guy to come up to the right wall. You
             know what to do. The stairs to the left of the fourth victim
             leads to the warp point.

-Stage A3: Weapon utilization test-
Passing Time: 1:30
     Record: 1:05
   Strategy: Same old, same old. Just get in front and shoot everything
             that moves. Re-load after every kill to stay up-to-date. I
             believe there are eight guards in all.

-Stage A4: Combat techinique test-
Passing Time: 2:30
     Record: 1:28
   Strategy: The record time is somewhat stingy, but it's certainly possible.
             There's three guards in each of the three rooms. The first room:
             choke the first two guards and shoot the final one to save time.
             (The final one won't have time to shoot back if you shoot fast
             enough!) The second room: Go downstairs (far right corner) and
             choke the first guard (turns around at about 35 seconds) and
             choke one more. Kill the final one once again. The door to the
             final room is downstairs, near right (directly below the entr-
             ance). The third/final room: Choke the nearest guard, shoot the
             other two. The gate out of hell: the corner opposite the door.
             Should make the record, just barely.

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S T A G E   ' A A A '
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-Stage AAA1: Motorcycle Control Test-
Passing Time: 2:35
     Record: ?:??
   Strategy: Woah, you talk about tough. Firstly you should know that as this
             is the final test, be aware it is NOT a walk in the park. Once
             on your motorcycle, burn out

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6.           D I S C L A M I E R / V E R S I O N   H I S T O R Y      [hhdcvh]
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Disclaimer
==========
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www.gamefaqs.com
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Too bad.

Version History
===============
Version 1.0 --- Walkthrough up to the end of disc 1, the basics not covered
(10/22/03)      yet. Will finish it after I finish my Star Wars Rogue Squadron
               3: Rebel Strike FAQ. Which will be a LONG time. Sorry. :/

Versiom 1.50 --- **** right it'll be a long time. Actualy it's been a year,
(12/29/04)       and like two months since this FAQ has been updated. But as
                you know, everthing that has a begining has an end. This
                update is just to give those few fellow readers the notice
                that the FAQ has been taken up, and WILL be finished by
                December 31, 2004. Also I will possibly add in what Martin
                did not, the lists and every document from the 'database'
                in the game. This should add another 50-60kb to the guide,
                cheers!

                             ________) _____ __     __)
                            (, /      (, /  (, /|  /
                              /___,     /     / | /
                           ) /      ___/__ ) /  |/
                          (_/     (__ /   (_/   '


Copyright Martin Dale-Hench 'and' Jared Anthony-Haslip 2003/2004