_ _ _______ __ __ ________
| | | | .| _____| | | / \ __| _____ \
___ } |_____| |/ | |__¯¯ || |/ /\ \ _/ } | \ \
/ | _____ |_ | __| |__/ /__\ \ | |___ | | _
_____/__.- } | __.-| | [ | __.--- / ______ \ | |_____/ / \______
__________ | | --- |/| -| ¯¯¯¯¯| -/ / -----\ \. |________/ _________
¯ ¯ ¯¯¯¯¯¯¯ ¯ ¯ '----'
_ _ _ _ __ _ _________ _______ _______
| | | |__| | | |--| \ | | |___ ___| | _____|--| ___ \__
} |_____| | } | | | | \ | | | | } |__ | |'--) |
__| _____ | | | ___| |_ | |\ \| | | | | __| | ¯¯¯ _/-.
| | ____| |_/| |____| | | | \ |____ | |.----| | ----._.| |¯¯\ \___
--| | _.- | | -\ /_/| |¯ \ | ----| |-._/¯|\ ¯¯¯¯¯| | | \ \
¯ ¯ ¯¯¯¯¯¯¯¯ ¯ ¯¯ ¯ ¯¯¯¯¯¯¯ ¯ ¯
_______________________ _______________________
__________________:- Version 0.3 -:__________________
¯¯¯¯¯¯¯¯¯
________.--[ Copyright (c)2001 ]--.________
\______.- Chris Bryant -.______/
\__ Nathan Tsui __/
=======================================================================
[ToC] T A B L E o f C O N T E N T S [ToC]
=======================================================================
[ 1] Introduction
[1a] About the Authors
[1a.1] Chris Bryant
[1a.2] Nathan Tsui
[1b] Contact Info
[1c] Guide Info
[1c.1] Map Key
[ 2] Basics
[2a] Basic Basics
[2a.1] Options
[2a.2] Save Files
[2b] Story
[2c] Gameplay
[2c.1] Radar
[2c.2] Skill Points
[2d] Screen Layout
[2d.1] Pause Menu
[2d.2] Action
[2d.3] Motorcycle
[2e] Controls
[2e.1] Menu Controls
[2e.2] Action Controls
[2e.3] Motorcycle Controls
[ 3] Characters
[ 4] Items & Weapons
[4a] Items
[4b] Weapons
[ 5] Walkthrough
[5a] Disc 1
[5b] Disc 2
[ 6] Bosses
[6a] Bruce
[6b] Greywolf
[6c] Ramirez / Safety Door
[6d] Gladiator
[6e] Ramirez
[6f] Adam
[6g] Adam (final battle)
[ 7] L.E.I.L.A.
[7a] C License
[7b] B License
[7c] A License
[7d] AAA License
[ 8] Miscellaneous
[ 9] F.A.Q.s
[10] Credits
[10a] Credits
[10b] Special Thanx
[11] Version History
[12] Copyright Info
=======================================================================
[ 1] I N T R O D U C T I O N [ 1]
=======================================================================
Welcome!
Thanks for choosing Chris "dreammastah" Bryant and Nathan "Segaholic2"
Tsui's Headhunter walkthrough! We guarantee that you will not be
disappointed with our work. We've labored hard to make sure that you,
our readers, are getting the very best in text-based guides. :)
So far this walkthrough is not yet complete, but we have already gotten
a LOT done. We have an in-depth walkthrough, detailed maps of levels,
tactical boss strategies, and MUCH MORE! Keep it right here, 'cause we
ain't quitting 'til we've got the whole game wrapped!
- C H R I S a n d N A T H A N
-----------------------------------------------------------------------
[1a] A b o u t t h e A u t h o r s [1a]
-----------------------------------------------------------------------
Just some info here about your two FAQ writers: Chris "dreammastah"
Bryant and Nathan "Segaholic2" Tsui.
----------------------------------------
[1a.1] Chris Bryant
----------------------------------------
Also known as "dreammastah". Chris is 17 and lives in California. Chris
loves videogames (his favorite system is Dreamcast), runs a website in
his spare time (
http://fpforums.net/), and likes making friends. This
is the first FAQ he's ever worked on.
----------------------------------------
[1a.2] Nathan Tsui
----------------------------------------
Nathan "Segaholic2" Tsui is also 17, and lives in Texas. He's also a
hard-core gamer, loves Sega more than any other company in the world,
and still thinks Sonic is cool. He's written a few other walkthroughs
before, and enjoyed working with Chris on this project.
-----------------------------------------------------------------------
[1b] C o n t a c t I n f o [1b]
-----------------------------------------------------------------------
If you have any comments, questions, or suggestions, please feel free
to send them to:
[email protected]
Regarding questions: Do NOT ask questions that are answered in this
guide. READ the guide before sending questions. We do not enjoy
receiving e-mails asking questions that are clearly answered in this
walkthrough.
-----------------------------------------------------------------------
[1c] G u i d e I n f o [1c]
-----------------------------------------------------------------------
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* NOTE: This FAQ can be hosted ONLY at GameFAQs and Nathan *
* "Segaholic2" Tsui's website for the time being. If you find this *
* guide at any other website, e-mail
[email protected] and *
* report it immediately. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
As this guide is very in-depth, we have detailed map layouts of levels.
We've included the standardized Map Key, which is used in all maps in
this guide.
More Guide Info will come, if needed.
----------------------------------------
[1c.1] Map Key
----------------------------------------
There are many maps and diagrams in this guide. This is the Map Key,
which is used for all maps in this guide. The entire Map Key will not
always be shown in the Map Keys that accompany maps.
_______________________________________________
| MAP KEY |
|===============================================|
| START/END = X | Enemy = E |
| Door = D |- - - - - - - - - - -|
| Cover = # | Enemy Patrol Route: |
| Movable Object = M | |
| Explosive Object = % | EXAMPLE |
| Stairs = ~ | E > . . . > . . |
| Water = ` | ^ __ |¯¯¯¯| . |
|- - - - - - - - - - - - -| . | || |_ v |
| Item of Interest = ! | ^ |__|| |. |
|- - - - - - - - - - - - -| . | |. |
| Adrenaline = @ | . |______|. |
| Health Pack = + | . ___________ v |
| Res. Grenade = * | ^| |. |
| Prox. Mine = 8 | .|___________|. |
| Ammunition = $ | . . < . . . < . |
| Temporary Item = I# | |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
START/END = X
Marks the Start and End of each area.
Door = D
Marks doors on the map. Double-doors are marked with two D's next to
each other.
Cover = #
Denotes immovable objects on the map that can be used for cover from
enemy fire. Either crouch behind them, or if possible, press (Y) to
to "stick" to them, just like walls.
Movable Object = M
Objects that can be moved (usually crates).
Explosive Object = %
Objects that can be blown up by shooting at. Useful for taking out
any enemies that might be nearby.
Stairs = ~
Stairs, leading to a higher floor or level.
Water = `
Water. You can wade in it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Item of Interest = !
Items in the area that you can interact with, but not pick up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Adrenaline = @
1 Adrenaline.
Health Pack = +
1 Health Pack.
Res. Grenade = *
1 Resonator Grenade.
Prox. Mine = 8
1 Proximity Mine.
Ammunition = $
1 Ammunition. For various weapons. Weapon used for may not always be
specified in map or walkthrough.
Temporary Item = I# (e.g. I1, I2, I3, etc...)
Items that you can pick up and use.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enemy = E
An enemy. Arrows and periods denote the enemy's patrol route.
=======================================================================
[ 2] B A S I C S [ 2]
=======================================================================
This section covers the in detail basics of the game, such as story,
gameplay, controls, and menus. This section is highly recommended if
you are a beginner to Headhunter, haven't read your game manual, or if
you just want to learn a bit about the game.
-----------------------------------------------------------------------
[2a] B a s i c B a s i c s [2a]
-----------------------------------------------------------------------
"Basic Basics" include the options available in the game, and the save
files, plus details about them.
----------------------------------------
[2a.1] Options
----------------------------------------
-AUDIO < STEREO / MONO > ((default: Stereo))
Allows you to choose whether you would like Stereo or Mono sound
output.
-VIBRATION < ON / OFF > ((default: ON))
Select whether to have your Jump Pack or other various rumble device
"rumble" at you. You can only use this option if you own a rumble
device.
-SUBTITLE < ON / OFF > ((default: ON))
Turn subtitles on or off. Choose which language your subtitles will
be under the "Language" option setting.
-ADJUST DISPLAY
This allows you to adjust the screen display of the game. Use if
your TV does not allow you to see the entire game screen at once.
-LANGUAGE
-English ((default))
-Deutsch (German)
-Francais (French)
-Espanol (Spanish)
Hit (A) on Language to access this sub-menu, where you can select
from four widely-used European languages. Changing the language
setting will alter all menu text, all sub-title text, and most in-
game text. Voice acting is available only in English.
-INITIALIZE SETTINGS
Sets all your options back to the default settings.
----------------------------------------
[2a.2] Save Files
----------------------------------------
There are two types of save files for Headhunter: The first is the
system file, which saves your options. Second are the game saves, which
are considerably larger and save your game. You save your game through
the Pause Menu, under the Casio VM Menu. Note that whenever you save
your game, only the area which you accessed, ammo, health, and weapon
you had equipped are saved. Whenever you load a save, you will start
back at the beginning of the area, not to how far in that area you got.
-System File: H_HUNTER.SYS
6 Blocks
-Save Data: H_HUNTER.00#
24 Blocks each
-----------------------------------------------------------------------
[2b] S t o r y [2b]
-----------------------------------------------------------------------
( Taken straight from the official Headhunter website:
http://www.anticrimenetwork.com/
and
http://www.headhunterthegame.com/ )
The Headhunter World
The future is here and it's a dangerous place, especially when you
don't know who you are, who is trying to kill you, or why...
Welcome to California in the early 21st century. The new economy has
changed the legal system and everything is measured in money. Human
capital has a new meaning as the actual value of someone's life is
based on their wealth or contribution to society. Preserving these
citizens is the prime importance to the government, and this 'the
wealthy must stay healthy' approach has led to a strong demand for body
implants, both artificial and 'real' (artificial implants are
considered second-rate by wealthy citizens). Criminals are the prime
targets for real implants, and so they are captured using non-lethal
weapons to preserve their organs. Leading the war against crime is the
Anti-Crime Network (ACN), an elite force of privatized law enforcers.
Like bounty hunters of old, the ACN's Headhunters track down the city's
most wanted, wherever they may hide. Combining combat skills and
cunning with the latest high-tech weapons, the Headhunters are turning
the criminal tide.
The Beginning...
"Restrained... can't move. Where am I?" Jack awakes only to find
himself locked onto what seems to be an operating table. Looking
around, his blurred vision, can just make out what seems to be a
mysterious laboratory. A man dressed in a lab coat comes into view and
then Jack remembers how much he hates being restrained...
"Security, hit the alarms! We have a situation!"
Jack gets himself together and, fighting his pain, breaks free. Shots
are fired and Jack makes for the main doors. Taking down lab personnel
whenever they come into view, he heads for the exit and escapes his
captors. However, it isn't long before Jack clutches his head in his
hands and falls to the ground, unconscious, later to wake in a hospital
bed suffering from chronic amnesia.
His memory is obscured by a dark void. Why was he in a laboratory? Why
can't he remember anything? A visit from his former boss, Hawke, helps
Jack recall his role as a leading ACN law enforcer, but Hawke also
breaks the bad news: Jack's license has been revoked. He persuades Jack
to regain his Headhunter status by re-applying for his license, which
will help him track down his enemies and seek the truth. His old friend
Angela Stern, daughter of the assassinated ACN founder Christopher
Stern, then asks for Jack's help and expertise in tracking down her
father's killers. In this world of deceit and betrayal, where motives
and loyalties are unclear, Jack must scour the city in a quest for
knowledge, uncertain who to trust and facing enemies around every
corner...
-----------------------------------------------------------------------
[2c] G a m e p l a y [2c]
-----------------------------------------------------------------------
The easiest way to describe Headhunter would be as a game similar to
Metal Gear Solid that focuses less on stealth and more on action. The
basic gameplay involves completing VR Missions to gain higher licenses,
traveling by motorcycle around the city to reach destinations, and
completing the action-based sections, where you control your character
from a 3rd-person perspective.
There are two main styles of gameplay in Headhunter. First are the
action segments, where you control your character, solve puzzles, and
kill enemies (VR Missions are practice for the real action segments).
Second are the driving segments, where you ride your motorcycle around
the city, gaining Skill Points (see below) and driving to destinations.
----------------------------------------
[2c.1] Radar
----------------------------------------
During the action sequences, a lot depends on your ability to keep from
being seen by enemies. Very similar to Metal Gear Solid, being stealthy
is a major part of the action segments. Enemies take the form of
pointed arrows on the radar. You can tell which direction they are
facing by which way the arrows point on the radar.
The radar has three modes: Normal, Caution, and Warning.
-In Normal mode, the radar is completely normal, hence the name
Normal.
-In Caution mode, the word WARNING appears in yellow. You can still
see everything on radar. Caution just means the enemies are on alert
and are looking for you.
-In Warning mode, your radar is blurred. You can see the map (sort of)
but enemies are not visible on radar. This happens when an enemy
spots you or if you do something to alert the enemies to your
presence (i.e. blow something up).
Enemies will go into Caution mode when they catch just a small quick
glimpse of you, or when you use Decoy Shells to distract them.
Warning mode happens whenever the enemy sees you. All other enemies are
alerted to your presence.
Both Caution and Warning modes will fade away after a while of you not
being seen.
----------------------------------------
[2c.2] Skill Points
----------------------------------------
An important part of gameplay are the Skill Points (SP). You gain these
by riding your motorcycle at dangerously high speeds and not hitting
various objects. The faster you go, the faster the points count up. At
the earliest stages, you lose very little when crashing. Later, you can
lose up to 100 points per driving error you make. Once you cap to the
current limit, you cannot lose points. The more Skill Points you have,
the better you can handle your bike. You must also cap your SP limit to
be able to go to LEILA and upgrade your license.
-----------------------------------------------------------------------
[2d] S c r e e n L a y o u t [2c]
-----------------------------------------------------------------------
This section covers the screens and menus of Headhunter. Use this to
help you understand the the game's menus and gameplay screens look
like.
----------------------------------------
[2d.1] Pause Menu
----------------------------------------
Pressing START brings up the Pause Menu (major duh). From the Pause
Menu you can access many options and important stuff for the game.
____________________________________________________________
|[2]|¯¯¯¯¯¯¯||¯¯¯¯¯¯¯||¯¯¯¯¯¯¯||¯¯¯¯¯¯¯| |
| | MAP || CASIO || ITEM || STAT | |
| L | || VM || || | R |
| |_______||_______||_______||_______| |
|[3] _______ _______ _______ _______ |
| < | || || || | > |
| ¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯ |
| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
|[4]| | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| |____________________________________________________| |
| ____________________________ JACK WADE |
| |[1] | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| | NORTH DISTRICT | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |____________________________| .---- 10 - (¯X¯) |
| //¯¯¯ ¯ ¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1. Area
The name of the area you are currently in.
2. Menu Items
There are four menu items to choose from in the Pause Menu. From
left to right: Map, Casio VM, Item, Stat. Press |L| and |R| to cycle
through the Menu Items.
-Map lets you view the map of the area you are in.
-Casio VM lets you read documents you have accessed in the game,
view your current objectives, save your game, and change your
options.
-Item allows you to view which items you have, and lets you switch
what you have equipped. There are two item columns: the first is for
items, and the second is for weapons.
-Stat lets you view your status, see how many Skill Points you have,
shows your License Level, and what your character is currently
doing.
3. Sub-Menu Items
Only Casio VM has 4 sub-menus. The rest of the menu items have only
one sub-menu. From left to right, Casio VM's sub-menus are:
Database, Objectives, Save, Options. Press LEFT and RIGHT on the D-
Pad to cycle through sub-menus.
-Database allows you to read game documents.
-Objectives lets you see what current objectives you need to clear.
-Save allows you to manage your Headhunter save files.
-Options lets you change game options.
4. Viewing Area
Shows info for whichever menu item you have selected.
----------------------------------------
[2d.2] Action
----------------------------------------
This is what the screen looks like during the 3rd-person action
portions of the game.
[9]
____\ ______________________________________________________
| ___\______________________ _________ |
| |__________________________| | | |
| GREYWOLF [7] | | |
____/ | | |
/ | | | |
[8] | |_________| |
| |
| |
| |
| |
| |
| |
| | [2]
| | /
| |/
| [6] [1] /
| _____HEALTH_PACK____ JACK WADE /
| | == | _--_ | .----| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| <| (__) ||____||//¯¯¯ |> ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |______|______|______| .---- 10 - (¯X¯) |
| \/ //¯¯¯ | ¯ ¯ \ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯\
| | \
[3] [4] [5]
1. Player Name
Shows the name of the character you are currently playing as.
Alternates between Jack Wade, Angela Stern, and Ross Perot. Not. :P
2. Player Health Meter
Indicates how much health you have left. Red shows your health. As
you lose health, the bar empties from right to left.
When you use Adrenaline, an extra meter appears above the health
bar. This blue bar acts as a "second" health bar and slowly drains
over time.
3. Equipped Weapon
Shows the weapon you have currently equipped.
4. Ammo in Clip
Shows how much ammunition you have in your current clip.
5. Total Ammo
Shows how much ammunition you have total for the currently equipped
weapon.
6. Quick Selector
Appears when you use the D-Pad to cycle through weapons. Press LEFT
and RIGHT to cycle through weapons, and press DOWN to equip/use. Hit
UP to reload your current weapon.
7. Radar
Your radar. You can see a small area around your character, and any
enemies etc that are within that vicinity.
8. Boss Name
Only appears when confronting a boss (obviously). Shows the name of
the boss! Now you can have more intimate relations with the bosses.
Hrm.
9. Boss Health Meter
Shows how much health the boss has left. Very helpful, but can be
deceiving at times.
----------------------------------------
[2d.3] Motorcycle
----------------------------------------
The screen during the motorcycle driving segments of the game.
____________________________________________________________
| __________ |
| | | |
| [4] | | |
| | | |
| | | |
| | | |
| |__________| |
| |
| |
| |
| |
| |
| |
| |
| [1] |_| |
| | GEAR |
| __ _ _ |
| [2] __)| | | |
| |__ |_| | KMH |
| |
| [3] |||||||||||||||||||| |
| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1. Current Gear
The gear your motorcycle is currently in. Totally useless and
provides no usable information. Ignore it.
2. Speed (Kilometers Per Hour)
Shows how fast you are driving.
3. Torque
Shows the torque of the engine.
4. Radar
Shows the map of the city. Orange arrows denote destinations that
you must visit. Follow the arrows to find orange circles on the map.
-----------------------------------------------------------------------
[2e] C o n t r o l s [2e]
-----------------------------------------------------------------------
__/ \__
/ ___ _______ \_______
/[1]/ \ | | \ \
| ( o ) | | [3](Y) | 5. |L| and |R|
| \___/ | | (X) (B) | Triggers behind
| _ |_______| (A) | controller
| _| |_ |
| |_ o _| |
| [2]|_| |
| /\ |
| [4]/__\ |
----------------------------------------
[2e.1] Menu Controls
----------------------------------------
/---+-----------------------+-----------------------\
| # | Button | Menu Controls |
+---+-----------------------+-----------------------+
| 1 | Analog Joystick | move cursor |
+---+-----------------------+-----------------------+
| 2 | Digital Pad (D-Pad) | move cursor |
+---+-----------------------+-----------------------+
| 3 | (A) Button | select/scroll down |
+---+-----------------------+-----------------------+
| 3 | (B) Button | cancel/back |
+---+-----------------------+-----------------------+
| 3 | (X) Button | scroll up |
+---+-----------------------+-----------------------+
| 3 | (Y) Button | (no function) |
+---+-----------------------+-----------------------+
| 4 | START Button | (no function) |
+---+-----------------------+-----------------------+
| 5 | |L| and |R| Triggers | cycle menus |
\---+-----------------------+-----------------------/
Move Cursor -
Press the Analog Joystick or D-Pad to cycle through the selectable
menu items.
Select -
Press the (A) Button to select the currently highlighted menu item.
Cancel -
Pressing the (B) Button will cancel your current choice, or exit to
the previous menu.
Cycle Menus -
When there are multiple windows available, use the |L| and |R|
Triggers to cycle through them.
Scroll -
When reading long documents, use the (A) Button to scroll down, and
the (X) Button to scroll up.
----------------------------------------
[2e.2] Action Controls
----------------------------------------
/---+-----------------------+-----------------------\
| # | Button | During the Game |
+---+-----------------------+-----------------------+
| 1 | Analog Joystick | move character |
+---+-----------------------+-----------------------+
| 2 | Digital Pad (D-Pad) | weapon select |
+---+-----------------------+-----------------------+
| 3 | (A) Button | action/shoot |
+---+-----------------------+-----------------------+
| 3 | (B) Button | roll/dodge |
+---+-----------------------+-----------------------+
| 3 | (X) Button | center camera/ |
| | | switch targets |
+---+-----------------------+-----------------------+
| 3 | (Y) Button | press against wall |
+---+-----------------------+-----------------------+
| 4 | START Button | pause game |
+---+-----------------------+-----------------------+
| 5 | |L| Trigger | duck/crouch |
+---+-----------------------+-----------------------+
| 5 | |R| Trigger | aim weapon |
\---+-----------------------+-----------------------/
Move Character -
Press the Analog Joystick in the direction you want to move. Duh.
Quick Weapon Select -
Pressing LEFT and RIGHT on the D-Pad will cycle through the
available weapons.
Quick Use/Equip -
Press DOWN on the D-Pad when highlighting Adrenaline or Health Packs
to quickly use them.
Press DOWN on the D-Pad to equip the selected weapon from the Quick
Select Menu.
Reload -
Press UP on the D-Pad to reload your current weapon.
Action/Shoot -
When an item is available to pick up or look at, a red target cursor
will appear over it, and your character will look in its direction.
Press (A) to investigate the item.
The (A) Button is also used to fire your equipped weapon. For
throwing weapons (such as the Decoy Shells and Grenades), the longer
you hold down the (A) Button, the farther you throw your weapon.
Note that you have to be in Targeting Mode (hold down the |R|
Trigger) to fire your weapon.
Roll/Dodge -
Press the (B) Button to perform a roll/dodge move. This is very
useful for dodging enemy fire, and is handy for crossing corridors
or ducking behind crates.
Center Camera -
Press the (X) Button to center the camera behind your character.
Rotate/Walk Backwards -
When you hold down the (X) Button, you can rotate in a circle and
walk backwards (similar to Resident Evil). Sort of handy for tight
corners.
Press Against Wall -
Press the (Y) Button to squeeze against walls. This allows you to
walk across tight ledges and peek around corners, so you can see
around the corner without being shot. Press the |R| Trigger to
quickly go into Targeting Mode and jump around the corner with your
gun ready. Release the |R| Trigger to dodge back. Press the (Y)
Button to "un-stick" yourself from the wall.
Duck/Crouch -
Hold down the |L| Trigger to crouch down. You can still move around
while crouching. This is especially useful for walking quietly under
short cover. Crouching can also be used in conjunction with Rolling
and Targeting Mode. When you crouch, your accuracy improves, and you
also become a smaller target for enemies. Spiffy!
Aim Weapon/Targeting Mode -
Hold down the |R| Trigger to enter Targeting Mode. When in Targeting
Mode, you can move around, but you will always face straight
forward. Hold down (X) to rotate. You can also crouch while in
Targeting Mode, but you CAN'T be in Targeting Mode, crouch, and move
around. Press the (X) Button to cycle through targets.
Switch Targets -
When in Targeting Mode or when "stuck" to a wall, press the (X)
Button to cycle through target-able enemies/items. You'll know if
you can target multiple items when you see the small cursors on the
screen. The red cursor is the item/enemy you are currently
targeting, and white cursors are items and enemies that are also
target-able.
Stealth Kill -
(this move works with any weapon equipped)
Hold down the |R| Trigger to enter Targeting Mode. Approach the
enemy from behind, so he doesn't know you're there. When you are
directly behind the enemy, press the (A) Button (while still holding
down the |R| Trigger) to quietly dispose of your target.
Climb Ledges -
When up against a short ledge, push against it with the Analog
Joystick to hoist yourself up.
Pull/Push Items -
Press and hold (A) to grab onto certain items. Move around in the
direction you want to pull or push the item.
Pause Game -
Press the START Button to pause your game. In the Pause Menu you can
access such stuff as your weapons and items, documents, map, and
game-save features.
----------------------------------------
[2e.3] Motorcycle Controls
----------------------------------------
/---+-----------------------+-----------------------\
| # | Button | Motorcycle Controls |
+---+-----------------------+-----------------------+
| 1 | Analog Joystick | turn |
+---+-----------------------+-----------------------+
| 2 | Digital Pad (D-Pad) | (no function) |
+---+-----------------------+-----------------------+
| 3 | (A) Button | mount/dismount |
+---+-----------------------+-----------------------+
| 3 | (B) Button | back up |
+---+-----------------------+-----------------------+
| 3 | (X) Button | change camera |
+---+-----------------------+-----------------------+
| 3 | (Y) Button | (no function) |
+---+-----------------------+-----------------------+
| 4 | START Button | pause game |
+---+-----------------------+-----------------------+
| 5 | |L| Trigger | brake |
+---+-----------------------+-----------------------+
| 5 | |R| Trigger | accelerate |
\---+-----------------------+-----------------------/
Accelerate -
The basic motorcycle function. Press the |R| Trigger to gun your
bike's motor. The harder you press the |R| Trigger, the faster you
accelerate, so to avoid popping wheelies (during which time you
can't turn your motorcycle), press down on the |R| Trigger slowly
and evenly, just as you would accelerate a real motorcycle.
Brake -
Press the |L| Trigger to brake. Just like with acceleration, the |L|
Trigger is sensitive to how hard you press it, so the harder you
press the |L| Trigger, the harder you will brake.
Turn -
Use the Analog Joystick to direct your motorcycle in the direction
you want. The more Skill Points you have, the easier it is to
control your bike.
Hard Turn -
Brake and accelerate at the same time. Use the Analog Joystick to
turn in the desired direction. This move allows you to get out of
corners and such much easier. You can only perform this move from a
complete stop.
Change Camera -
Press the (X) Button to cycle through 3 different camera angles.
Back Up -
Press and hold down the (B) Button to slowly walk your motorcycle
backwards. You can only perform this move from a complete stop.
Mount/Dismount -
Press the (A) Button next to your motorcycle to mount it.
Press the (A) Button in orange "Dismount Zones" to dismount from
your bike. You can only dismount from a complete stop (doing other-
wise wouldn't be too healthy for you).
Pause Game -
Press the START Button to access the full Pause Menu.
=======================================================================
[ 3] C H A R A C T E R S [ 3]
=======================================================================
NOT FINISHED YET
-----------------------------------------------------------------------
[3a] J a c k W a d e [3a]
-----------------------------------------------------------------------
Career cop turned professional headhunter, best of the best. Mentally
resourceful and physically unmatched. Tough and independently-minded, a
man of few words with a dry line in wit. Finds himself at the start of
the story with no memory, few friends, and a revoked license. Hired by
Angela Stern to find her father's killer, he may just uncover the truth
of what happened to himself along the way...
-----------------------------------------------------------------------
[3b] A n g e l a S t e r n [3b]
-----------------------------------------------------------------------
Bright and resourceful, with an MIT education and plenty of attitude.
More than capable of fighting her corner with a keyboard, a fist or a
gun. Only daughter of murdered ACN boss Christopher Stern. Burns with
hatred for the man responsible, the Syndicate's mysterious criminal
boss. Hires Jack to find him: a partnership which moves from wary co-
operation to respect and affection, and...
-----------------------------------------------------------------------
[3c] C h i e f H a w k e [3c]
-----------------------------------------------------------------------
-----------------------------------------------------------------------
[3d] C r i m i n a l s [3d]
-----------------------------------------------------------------------
-----------------------------------------------------------------------
[3e] O t h e r s [3e]
-----------------------------------------------------------------------
=======================================================================
[ 4] I T E M S & W E A P O N S [ 4]
=======================================================================
You'll come across quite an arsenal of weapons and usable items to help
Jack through the game. Here we list all the permanent items and weapons
that are used in Headhunter. Temporary items are listed in their walk-
through sections.
-----------------------------------------------------------------------
[4a] I t e m s [4a]
-----------------------------------------------------------------------
The usable items in the game that do not disappear after use (like the
temporary items). Health Packs and Adrenaline are the only two usable
items that appear throughout the entire game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Health Pack -
This item will refill your Health Meter (duh) completely. Use it when
you're low on health (duh, again). It's a good idea to use Health
Packs from the Pause Menu instead of the Quick Select when in heavy
combat.
Adrenaline -
When you use an Adrenaline, you will see a blue bar fill up above your
Health Meter. This blue bar is a "shield", and will absorb damage for
your Health Meter. The Adrenaline will also slowly drain over time, so
it's best used in heavy combat. Again, when in heated battles, use the
item from the Pause Menu, and not Quick Select.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shades -
Jack Wade's infamous black shades. Equipping them is for aesthetic
purposes only. Angela Stern can also equip them. You start the game
with them and never lose them. Jack Wade has black shades! The black
shades are Jack Wade's! Jack Wade's black shades! I can't stop!!!
Code Breaker -
The Code Breaker can be used on electric locks. Simply use the Code
Breaker on the lock and the door should be unlocked. Obtained from the
A Locker.
Lock Pick -
Automatically picks locked doors for you. Found at the end of the re-
visit to Wolfpack HQ.
IR Goggles -
The IR Goggles are not used too often, and can only be equipped in
certain rooms. When the IR Goggles are equipped, you can spot things
that you could normally not see. Obtained from the AAA Locker.
-----------------------------------------------------------------------
[4b] W e a p o n s [4b]
-----------------------------------------------------------------------
About ENP Technology...
[ENP Weapons]
Developed by Biotech Corporation, Electric Neural Projectile (ENP)
technology has been licensed by all leading weapons manufacturers since
the abolition of conventional weapons.
Combining neuro-stimulants with a motor cortex scrambler, ENP weapons
are capable of causing severe pain and eventual brain death without
damaging valuable internal organs.
Superior to conventional weaponry in range, accuracy, and stopping
power, all ENP weapons are manufactured under LEILA control to strict
government standards. Possession of conventional firearms is an offense
under Anti-Social Actions laws, punishable by compulsory organ
donation.
[ENP Ammunition]
Similar in appearance to conventional bullets, ENP 'smart shells'
combine a chemical payload with an electrical charge which together
attack the target's nervous system.
The shell cashing penetrates the body, then disintegrates and
discharges its chemical payload. The disintegration process creates the
electrical charge, converting the kinetic energy of the shell to
electrical energy.
This reaction only occurs on impact with organic tissue. If the smart
shell hits a non-organic target, it continues to penetrate without
disintegrating, inflicting the same collateral damage as conventional
weapons.
[ENP Effects]
The chemical payload of the ENP shell violently over-stimulates the
body's nervous system, eventually forcing the brain to shut down to all
stimuli.
At the same time, signals from the motor cortex region of the brain are
scrambled by the shells electrical charge, further incapacitating the
target.
Initial effects on the target include dizziness, disorientation and
partial or total paralysis. This is rapidly followed by extreme pain as
the target's brain synapses fry. Repeated impacts result in total brain
death while leaving all other organs intact.
[ENP Tagging]
ENP technology allows for the automatic 'tagging' of any registered
criminal fitted with a CCS implant.
ENP weapons transfer a unique ID into every bullet, drawn from the
user's fingerprints on the shell casing. This biochemical signature is
then registered in the target's CCS implant by the burst of electrical
energy on impact.
The target's control chip draws power from the electrical discharge of
the bullet and relays the signature ID to LEILA. This immediately
identifies the agent responsible for shooting the criminal and
establishes his right to a share of bail bond values listed on the
Criminal Exchange.
-----------------------------------------------------------------------
.--[ Stimulator Automatic ]--.
/ Manufacturer: Smith & Easton \
| Origin: USA |______________________________________
| |
| ENP handgun, standard ACN issue. A versatile weapon carried by |
| all Headhunters, it is particularly useful against multiple |
| enemies due to its fast rate of fire. A custom upgrade offers |
| increased mag capacity and firing rate. |
| |
| Widely adopted by military and law enforcement agencies, the |
| Stimulator is also the only ENP weapon to be licensed for personal |
| protection. |
|_____________________________________________________________________|
-[ Firing Rate: Medium.
|
|-[ Clip Size: 10 rounds.
|
|-[ Maximum Ammo: Infinite.
|
|-[ License Required: C
|
|-[ Controls: While in Targeting Mode, press (A) to fire.
|
|-[ Tactics: Not yet...
|
|- - - - - - - - - - - - - [ With Upgrade ] - - - - - - - - - - - - - -
|
|-[ Firing Rate: Medium-fast.
|
|-[ Clip Size: 16 rounds.
|
|-[ Maximum Ammo: Infinite.
|
'-[ License Required: B
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.------[ Resonator Grenade ]------.
/ Manufacturer: General Munitions, Inc. \
| Origin: USA |_____________________________
| |
| ENP hand grenade that generates a sonic boom with a wave-form |
| similar to that of a conventional explosion but harmless to non- |
| organic material. Organic targets within range suffer severe neural |
| damage. |
| |
| The Resonator was developed for counter-terrorist operations, |
| allowing the use of a grenade without the usual destruction of |
| property. It has since found favor with law enforcement agencies. |
|_____________________________________________________________________|
-[ Firing Rate: Medium-slow.
|
|-[ Explosion Radius: Medium.
|
|-[ Maximum Capacity: 5
|
|-[ License Required: C
|
|-[ Controls: While in Targeting Mode, tap (A) to throw the grenade a
| short distance, and hold (A) to throw the grenade a long
| distance.
|
|-[ Tactics: Not yet...
|
|- - - - - - - - - - - - [ With Action Belt ] - - - - - - - - - - - - -
|
|-[ Maximum Capacity: ??
|
|-[ License Required: B
|
|- - - - - - - - - - - - [ With Combat Suit ] - - - - - - - - - - - - -
|
|-[ Maximum Capacity: 7
|
'-[ License Required: AAA
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.-[ 'Scorpion' Neurostunner ]-.
/ Manufacturer: Smith & Easton \
| Origin: USA |_____________________________________
| |
| Small silenced handgun with modified ENP ammunition that |
| scrambles signals from the motor cortex region of the brain, |
| incapacitating the victim for a limited time. Needs a short period |
| of charging before a shot can be fired. Useful in stealth |
| situations. |
| |
| Neurostunner technology was developed at the request of national |
| security services seeking a discreet, non-lethal solution for |
| intelligence and counter-intelligence operations. |
|_____________________________________________________________________|
-[ Firing Rate: Slow.
|
|-[ Clip Size: 1 shot per clip.
|
|-[ Maximum Ammo: ??
|
|-[ License Required: C
|
|-[ Controls: While in Targeting Mode, hold (A) to charge. When fully
| charged, release (A) to fire.
|
|-[ Tactics: Not yet...
|
|- - - - - - - - - - - - [ With Action Belt ] - - - - - - - - - - - - -
|
|-[ Maximum Ammo (with full clip): 4
|
|-[ License Required: B
|
|- - - - - - - - - - - - [ With Combat Suit ] - - - - - - - - - - - - -
|
|-[ Maximum Capacity (with full clip): 6
|
'-[ License Required: AAA
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.-------[ Decoy Shells ]-------.
/ Manufacturer: General Munitions, Inc \
| Origin: USA |______________________________
| |
| Shells for the Stimulator Automatic can be thrown as a decoy to |
| lure enemies away. Very useful for stealth situations. |
| |
| Decoy shells need to be equipped as a regular weapon. |
|_____________________________________________________________________|
-[ Firing Rate: Medium-slow.
|
|-[ Maximum Capacity: Unlimited shells.
|
|-[ License Required: C
|
|-[ Controls: While in Targeting Mode, tap (A) to throw the shell a
| short distance, and hold (A) to throw the shell a long
| distance.
|
'-[ Tactics: Not yet...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.-[ Regulator Shotgun ]-.
/ Manufacturer: Greening \
| Origin: USA |___________________________________________
| |
| Very powerful ENP weapon that causes a great deal of damage but |
| is relatively slow to reload and fire. Its stopping power and |
| ability to pierce body armor make it particularly suitable for |
| close combat and room clearance situations. |
| |
| Popular with ACN-street patrols, the Regulator's fearsome |
| reputation frequently prevents disorder without a shot being fired. |
| Headhunters have found it ideal for limiting resistance when making |
| arrests. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-[ Firing Rate: Medium-Slow.
|
|-[ Clip Size: 8 shells.
|
|-[ Maximum Ammo (with full clip): 12
|
|-[ License Required: B
|
|-[ Controls: While in Targeting Mode, press (A) to fire.
|
|-[ Tactics: Not yet...
|
|- - - - - - - - - - - - [ With Combat Suit ] - - - - - - - - - - - - -
|
|-[ Maximum Ammo (with full clip): 22
|
'-[ License Required: AAA
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.---[ 'Camo-Kaze' Proximity Mine ]---.
/ Manufacturer: General Munitions, Inc \
| Origin: USA |______________________________
| |
| ENP mine with the latest in stealth technology which renders it |
| virtually invisible. Fitted with a motion sensor, the mine explodes |
| when someone comes close. An activated mine can be detonated from a |
| distance by shooting at it. |
| |
| The 'Camo-Kaze' draws it's nickname from a number of incidents in |
| which the camouflaged mine was inadvertently detonated by its user. |
| Operatives should beware of setting off their own mine. |
|_____________________________________________________________________|
-[ Firing Rate: Slow.
|
|-[ Explosion Radius: Medium-Large.
|
|-[ Maximum Capacity: 5
|
|-[ License Required: C
|
|-[ Controls: While in Targeting Mode, press (A) to place and activate
| the mine.
|
'-[ Tactics: Not yet...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.-[ Agitator Sub-Machine Gun ]-.
/ Manufacturer: Suno \
| Origin: Far East |____________________________________
| |
| Automatic ENP weapon that fires at a very fast rate. Due to the |
| powerful recoil, it is best to shoot in short bursts so as not to |
| lose aim. Its power and speed make it particularly useful against |
| massed enemies and moving targets. |
| |
| Though developed overseas using unlicensed technology, the |
| Agitator is commonly used by US Special Forces. Its wide-ranging |
| organ-friendly firepower has also proved useful for crowd control |
| applications. |
|_____________________________________________________________________|
-[ Firing Rate: Fast.
|
|-[ Clip Size: 30 rounds per clip.
|
|-[ Maximum Ammo (with full clip): ??
|
|-[ License Required: A
|
|-[ Controls: While in weapon mode, press (A) to fire. To fire
| repeatedly, press and hold (A).
|
|-[ Tactics: Not yet...
|
|- - - - - - - - - - - - [ With Combat Suit ] - - - - - - - - - - - - -
|
|-[ Maximum Ammo (with full clip): 270
|
'-[ License Required: AAA
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.-[ Liquidator Missile Launcher ]-.
/ Manufacturer: Shamal \
| Origin: Middle East |_________________________________
| |
| Fires a heat-seeking missile towards the target. The modified ENP |
| warhead explodes on impact inflicting massive damage. A devastating |
| weapon, but ammunition is scarce. Not suitable for use in confined |
| spaces. |
| |
| Adapted from conventional weapons for rebel insurgents, the |
| Liquidator gained notoriety during the Middle East War. The custom- |
| made ENP ammunition has to be imported from the war zone. |
|_____________________________________________________________________|
-[ Firing Rate: Very slow.
|
|-[ Clip Size: 1
|
|-[ Maximum Ammo (with full clip): 4
|
|-[ Explosion Radius: Medium.
|
|-[ License Required: AAA
|
|-[ Controls: While in Targeting Mode, press (A) to fire.
|
'-[ Tactics: Not yet...
=======================================================================
[ 5] W A L K T H R O U G H [ 5]
=======================================================================
This section of the guide contains what will be the complete walk-
through for Headhunter. It covers each level, giving info on all items
that appear in each level, what objectives you must complete and how to
complete them, maps of each area, and more.
Please note that boss strategies are not contained in this section of
the guide. If you wish to find help on a particular boss, please refer
to Chapter [6]: Bosses. Boss fights will be mentioned in the
walkthrough where they appear, but the strategies for defeating them
are in Chapter [6].
One of the major parts of this guide are the maps. Every time the map
changes in the game, a new map is drawn in the guide. Items are marked
on each map. Please refer to the map key to read the maps accurately.
Mini map keys accompany maps when items make their first appearances
(to help you become familiar with the key). All Items of Interest are
also noted in the maps.
The North District and Fortune Hill are available from the start of the
game. You need a B License to access South District, and an AAA License
for Bio Valley.
-----------------------------------------------------------------------
Below are maps for the motorcycle sections of the game (more coming
soon). These maps do not follow the conventional map key, as the areas
are too large for that. Lines indicate roads, and thick roads are shown
as lines filled with the # symbol. X marks a destination. Note that the
motorcycle maps are not to scale with each other.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NORTH DISTRICT
Wolfpack
Gate to _______________________ Gas Station
Bio Valley _.-' | | '-._ | |####|
| .-' | | '-. v |####|
v | | | | X |####|
X | | ___________|___________|________|####|
__|_____|________|_.-' | |####|
/ | | | |####|
| | | | |####|
| | | __| |####|
| | | __.-'¯ | |####|
|_____________|____|______/________| |####|
| | | \ | |####|
| Wolfpack HQ | | \ | |####|
| \ | | \ \_______________ |####|
\ \ | | \ | |####|
\ '->|X |_____|___ | |####|
\ |----| | '. | |####|
\_ | | '. LEILA | |####|
'-._ | | \ | | |####|
'-._|____|______________|_________|__|______X__________
\ |##| v | ^ |####|
\ |##| X | |
\ |##| | |
\_|##|____| Gate to
| |##| Fortune Hill
| |##|
| |XX <--- Gate to
| \##\ South District
| \##\
| \##\
_________| \##\
_.-'¯ | |\
.-' | | \
/ | | |
/ | | |
/ | | |
/ | | |
/ | | |
'-._ / | |
'-._ / | |
'-._ / | |
'-._ | |
'-._ | /
'-.|/
|
X <- Gate to
| South District
NORTH DISTRICT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SOUTH DISTRICT
Gate to Gate to |
North District __ Fortune -> X
| .-' '-. Hill |
v / '-. .---. |
_X_ .-.__.-' '-._/ '-.|
'-._ _ / |
'-._.-' '-._.-' |
/| /
_.-'-- | | __.-'
.-' |/ __ __.-'
| / '-. .'
Gate to / ___|___ \ .'
North .-' | | \_ \.-'
District / | | | _.-' \
| ( |___|_____| _.-' \_.-/-'-._
v ) | \ .-' \_.-' \ \
X-._ | |______|__ .' .-' \.-'-\
'-.__|___ _____| '-._.' \_\.-'-\ \
'-._ | _.-' \
'-._.-|-.___.-'
|
SOUTH DISTRICT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-----------------------------------------------------------------------
[5a] D i s c 1 [5a]
-----------------------------------------------------------------------
----------------------------------------
[5a.1] Escape
----------------------------------------
_____________
| Escape [1] |
|=============|
| X = START | __ _ _
| # = Cover | ________|
| E = Enemy | .-'\.-'# #
¯¯¯¯¯¯¯¯¯¯¯¯¯ \E to [A]
_.-' # #
START ___ _.-'# /¯¯¯¯¯¯¯¯|__ _ _
\ __________| |____.-' .-'
| X # # # \
| _.-'¯\.-'
|_______ # # .-'
|___|¯¯¯¯¯¯|E |
¯¯¯
___
_______________|E |________________
| # |
|E ___ _______ ________X|
¯| | |___| |E | \
_|# | ¯¯¯ EXIT
| | _____________
|_ #| | Escape [2] |
| | |=============|
_ _ __| | | X = EXIT |
| | # = Cover |
from [A] | | E = Enemy |
_ _ __ | ¯¯¯¯¯¯¯¯¯¯¯¯¯
|E |
¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You must escape the laboratory, equipped with only a Stimulator
Automatic and your Shades. This will be your first encounter with real
enemies, so be careful. Be aware of the fact that your health is
constantly draining, so don't waste too much time.
Use the crates on each side on the hallway to your advantage. When you
first come across the crates, an enemy will jump out from the right
side. Take cover and get ready to take him out. Use |L| to duck when
you need to reload. Don't worry about ammunition, you have an unlimited
supply. Move on to the next set of crates. The enemy will come from the
left side; use the same tactics as before to finish him. When you
approach the next area, you'll have a chance to try out the sneak
technique. On the right side, there are two crates stacked on top of
each other. Walk up to them and press (Y) to put your back to the
crates. You can now look around the corner without being shot. Hold |R|
and fire away at the lone enemy on the right side. There are two more
enemy encounters before you reach the exit. Use the tactics you've
learned so far and send them packing.
When you reach the end, press (A) to open the door.
----------------------------------------
[5a.2] Stern Mansion
----------------------------------------
_____________________________
__________ | Stern Mansion |
| \ |=============================|
| \ | @ = Adrenaline x1 |
| |________ | ! = Item of Interest |
| | | |- - - - - - - - - - - - - - -|
|___ | | | I1 = Stern Mansion Keycard |
__________ | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|I1 !| |@ |
| !! |____|__ ___.________|________
| D ' |
|! D______ ____._________________|
| ! | |X|
| ! | ¯\
| | Elevator / EXIT
|__________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Stern Mansion is where you find yourself now. Angela Stern is
behind the bar, but you can't talk to her until you've gathered some
information from around the room you're currently in. You'll have to
search around. Look on the bar in front of you for two documents. Turn
around and inspect the portrait on the wall. Next, inspect the
certificate above the fireplace and the papers on the table. An
automatic cut-scene will begin with Angela Stern after you've finished.
During the cut-scene you will receive the Stern Mansion Keycard. Before
you leave, turn left near the elevator and on the bench you will find
some Adrenaline. Make your way to the elevator and press (A) to use the
Keycard. In the garage, you'll find that you now have a motorcycle.
Leave the garage, turn right, and head through the checkpoint into
North District.
----------------------------------------
[5a.3] North District
----------------------------------------
OBJECTIVES:
1) Earn 250 Skill Points, then go to LEILA and obtain a license.
Before you can find out more about your past, you have to earn your
credibility again by obtaining licenses at LEILA. To earn Skill Points,
ride at top speed through the city without hitting anything. The best
places to do this are the long straight-aways, which you can find by
looking at your map. After you obtain 250 Skill Points, an orange dot
will appear on your radar, which is LEILA. Head to LEILA and stop in
the orange area. To dismount, press (A) at a complete stop.
You have to earn your C License (see Chapter [7]: L.E.I.L.A.) before
continuing with the game.
OBJECTIVES:
1) Track down Greywolf and question him about Fulci's whereabouts.
2) Greywolf should be at either the abandoned 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.
Time to nab your first bad guy. Get on your bike and head over to the
closed-down Gas Station.
----------------------------------------
[5a.4] Gas Station
----------------------------------------
_____________ _______________________
| #####| | Gas Station [1] |
|! E *#| |=======================|
_________________| E I1####| | @ = Adrenaline x1 |
|# # # | | + = Health Pack x1 |
| *# # #| | * = Res. Grenade x6 |
| #######_______________ #| |- - - - - - - - - - - -|
| ^ #| ##| #| | % = Explosive Item |
| . | # # *| | |- - - - - - - - - - - -|
|!. #|______D_____________|## | | I1 = Car Battery |
| . #| !|____________D! | | I2 = Car Wash Token |
| . |______D|____| + |## | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| E | | ! E | E <---- If you make too
| . | # |_D | | much noise
| . |* # | |~~| | |
|#. | # | |~~| | |
| . | # | |I2| ! |## #|
| v | # |* ¯¯ | #|
| |___D___|____________| M*#|
|# # |
|#### % % # |
| @ % % |
|____________________X__________|
\
Entrance
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Angela will mark the locations of the two informers on your VM. When
you arrive, there are two punks doing some target practice in the back
of the gas station. If you look to your right first, you will find a
grenade behind a box. After you collect the grenade, head over to the
left side of the gas station. There is some adrenaline on the crates at
the front of the alley. One Wolfpack member is patrolling this area.
Wait until he turns his back, then quietly dispose of him with the
Stealth Kill, so as to not alert anyone else.
Now head to the very back and you'll have a little shootout with the
two you saw when you entered. If you are too noisy, someone may come
from the right side. The conservative way to take out the two thugs is
to lure them over one at a time using the Decoy Shells.
The Car Battery and a Grenade are near the cans they were using for
target practice. One informer is dead in the burning car. You can't get
to him unless you have the Fire Extinguisher, so return to the front of
the Gas Station and enter.
In the far-left aisle there is another Grenade waiting for you. Go
behind the counter. You will find one door is locked and one is open;
enter the open door. Inside is a Wolfpack member working on something.
You can easily sneak up behind him and break his neck. Pick up the
Health Pack on the table. Find the white control panel and press the
button. A cord will blow out and the lift will stop. On the wall near
the door, there is a slot for the Car Battery you found. Press START,
go to your Item Menu, select the Car Battery and press (A), then select
Use. This will move the engine. Walk down the ramp to find a Car Wash
Token, then move the engine back so you can access the locker later.
Leave this room and you will see that some more Wolfpack members have
come to bother you. Take cover behind the shelves. If you want to have
some fun, aim for their bikes and the gas pumps for big explosions. >:D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
After acquiring _____________ _________________________
Fire Extinguisher |I4 #####| | Gas Station [2] |
| |! *#| |=========================|
______v__________| #####| | @ = Adrenaline x1 |
|# < . E . . # # | | + = Health Pack x1 |
| *#. . > # #| | * = Res. Grenade x6 |
| #######_______________ #| |- - - - - - - - - - - - -|
| #| ##| #| | % = Explosive Item |
|! # # E *| | |- - - - - - - - - - - - -|
| #|______D_____________|## | | I1 = Locker Key |
| #|I1 !|I5__________D! | | I2 = Electric Cord |
| |______D|____| + |## | | I3 = Fire Extinguisher |
| | X| ! | | | I4 = Crow Bar |
| | # |_D | | | I5 = Amco Keycard |
| |* # | |~~| I3 | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|# | # |I2|~~| | |
| | # | |__| ! |## #|
| | # |* | #|
| |___D___|____________| M*#|
|# # |
|#### % % E % # |
| @ % % % E |
|_______________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Go to the left side of the building again and use the Car Wash Token on
the toll. Be ready, because the door behind you opens once you use the
Token. An enemy comes out; kill him, then go to the very back of the
garage to pick up another Grenade. Head into the door. To the right on
the table is the Locker Key. You can't repair the power unit just now,
but remember this location. Unlock the door that was locked before and
go back to where you use the car battery. You can now unlock the locker
using the Locker Key. Inside you'll find a piece of Electric Cord.
Return to the broken power unit and use the Electric Cord to repair the
blown cable. The lift with the car will lower completely now. Get the
fire extinguisher inside the old car. Return to the burning car
outside.
Using the Fire Extinguisher, put the fire out. Open the door, and the
dead informant will fall out, holding the Crowbar. Collect the Crowbar
and go to the right side of the building where a door is nailed shut
between two stacks of crates. Use the Crowbar to remove the wood and
open the door. Walk to the end of the hall to find the second informer
- he's dead, just like the first informant. Next to his body you'll
find an Amco Keycard. You'll have a small confrontation with Grey Wolf
as you are leaving the Gas Station, so now it's time to follow him to
the Amco Factory.
----------------------------------------
[5a.4] AMCO Factory/Wolfpack HQ
----------------------------------------
OBJECTIVES:
1) Follow Greywolf to the abandoned Amco factory and question him about
Fulci's whereabouts.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____________________________________ Elevator
|8. < . . . . < . . . ################| / to 2nd
| . ###### ###### . ################|_/ and 3rd
| . ###### ###### ^ ####### #####||¯ X| floor
| . ###### ###### . ### ||~|¯ _______________________
| v ###### ###### . . . E ||~||~| | Wolfpack HQ F1 |
| . % . . . > . E I1|| | |=======================|
| . . % %# I2|| | | @ = Adrenaline x1 |
| . ###### ^ ###### || | | * = Res. Grenade x1 |
| . ###### . ###### ### #####||# | | 8 = Prox. Mine x1 |
| v ###### . ###### ### #####||# !| |- - - - - - - - - - - -|
| . ###### . ###### ### ###||# | | ~ = Stairs |
| . . . > . D E ### || @| |- - - - - - - - - - - -|
¯¯¯¯¯¯¯¯¯¯[A]¯¯¯¯^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | I1 = Walkie-Talkie |
^ | If you | I2 = Padlock Key |
: make too much ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
: noise
v
___[A]_____________________________
|# ! ############ ||. > ! |
| ## ###### ~~. E |
| ||. < . *|
| ####### "=======|
| ## ####### #### |
|####### ## |
|####### X ## ########|
¯¯¯¯¯¯¯¯¯¯\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
\
START
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enter the Amco factory. To the right an enemy is guarding a door. Kill
him. A grenade is on the barrels where he was. There is a small locker
with a padlock on it, and a door which requires a magnetic keycard to
access. You can't do anything here, so go to the far left of the
factory. The door there will open after you've used your Amco keycard.
OBJECTIVES:
2) Greywolf is holding a meeting on the third floor.
You must get to the meeting room on the third floor where Greywolf is.
Start by killing everyone down here. :) Pick up the walkie-talkie and
padlock key on the crate near the stairs. You can't use the freight
elevator, as it's stuck on the second floor. The power isn't on, so you
can't use the other elevator either. Head back outside.
Use the padlock key on the small locker you saw before. Now the power's
on, so you can use the elevator. Go back inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____________
| | _____________________________
Elevator | ______ | | Wolfpack HQ F3 [1] |
\ | | | D |=============================|
\_| | | #| | * = Res. Grenade x1 |
|X___| | | | 8 = Prox. Mine x1 |
_____ | | |- - - - - - - - - - - - - - -|
|8 | |___| | | I1 = Truth Serum |
|_________D D | I2 = Document: |
_____| | | "Interrogation Report" |
| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| |
____| |
|* !|
|¯¯¯¯¯¯¯¯¯¯D D
| I2 #| D
| I1 #| |
| #| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Take the elevator to the third floor. No enemies are here ...yet... so
don't worry about being shot. The first door on your left is locked.
Keep walking, and go into the first door on your right. In one of the
stalls is a Proximity Mine. Go back in the hallway. In the darkness
next to the freight elevator, there is a Grenade. When you approach the
meeting room door, Jack will listen in on the meeting at hand. You
can't go in just yet, so enter the room across the hall. On the table
is a document labeled 'Interrogation Report'. Read it, then pick up the
truth serum. Back to the hallway you go. As soon as you do, a door down
the hall will be busted open by an enemy, so get ready to shoot. Enter
the room he came from.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_______________________
| Wolfpack HQ F3 [2] |
|=======================|
| + = Health Pack x1 |
| * = Res. Grenade x3 |
| 8 = Prox. Mine x2 |
|- - - - - - - - - - - -|
| I1 = Locker Key |
| I2 = Broken Emblem |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
____________________________________________________
| |!M ###|###### |# @ | |
| ______ |___________D_______ D _|.. |____| 8|
| | | D E < . . . > v. | |
_| | | #|________ D # # .^ |##### |
|X___| | | | ¯|¯¯¯¯¯¯¯¯¯¯|.. |##I1# |
_____ | |* | |>.#| |
|8 | |___| |¯¯¯¯¯¯ | | . |##### |
|_________D E D #| | ^ | M |
_____| |__________##|__________| . |##### |
| | | . D |
| | | . |__________|
____| | | E#|## I2 |
|* !| | |# |
|¯¯¯¯¯¯¯¯¯¯D D | |# |
| #| D | D |
| #| | | | *|
| #| | |___|_ | ¯¯¯|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | |
| | + |
¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You can find a grenade in the room to the left of the next door you
come across. Enter the other door. There is an enemy with his back to
you on your right; break his neck. Another enemy will come from the
right side, walking down the hallway. Take him out. Head down the hall-
way and go in the door on your left. Open one more door, and you will
see a crate that is blocking a poster. Pull the crate back by standing
next to the crate and holding (A) and pushing back and inspect the
poster.
The poster says:
"Wolfpack Rules Since 1993"
Remember that..
Go back into the hallway. If you turn left, you can find some
adrenaline in a small room. Go down the right side of the hallway now,
and enter the first door on your left. Drag the crate out from between
the two shelves, and position it between the shelves next to it so you
can reach the locker key. Now go in the room farther down the hall. To
your right there is a health pack and your left, the locker you need to
unlock. Inside you'll find a broken emblem.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_______________________
| Wolfpack HQ F3 [3] |
|=======================|
| + = Health Pack x1 |
| * = Res. Grenade x3 |
| 8 = Prox. Mine x2 |
|- - - - - - - - - - - -|
| I1 = Wolfpack Emblem |
| I2 = Document: |
| "Codelock Info" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________________________________________________
| |! M ###|##### |# @ | |
| ______ | D D | |____| 8|
| | | D¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ | |
_| | | #|______ D # # |##### |
|X___| | | | ¯|¯¯¯¯¯¯¯¯¯| |##### |
| | |* | | #| M |
Elevator | |¯¯¯¯¯ | | |##### |
D D #| | | |
_____| |________##|_________| |##### |
| | # #### # | D__________|
____| E | # ## # | #|## |
|* !| | |# |
|¯¯¯¯¯¯¯¯¯¯D E D ########## | |# |
| #| D ########### | D |
| #| | #########! | | *|
|_________#|___| I1I2| | | ¯¯¯|
| #### #### !|¯¯¯¯¯¯¯¯¯| | |
| D~~ to [B]| | + |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
When you exit the room, Greywolf will contact you on the walkie-talkie,
you can choose (Yes) or (No) if you want to answer the call or not.
Greywolf is suspicious, so he will send two men to check it out.
Navigate your way to the locked door you encountered when you first
arrived on the third floor. You will unlock it. Use (Y) to hide behind
the crates. Down the hall there are two Wolfpack members packing heat.
One has a shotgun, so be careful! Throw a grenade their way by holding
(A) for a long throw. They should both be taken care of after it
detonates. Walk over to the meeting room door and you'll talk to
Greywolf once again using the walkie-talkie.
Time to open the door and take care of business. The door requires a
4-digit number to open. Remember that poster? Yep, the code is 1993.
Enter it, and prepare to face your first boss, Bruce (see Chapter [6]:
Bosses).
You should take out Bruce without breaking a sweat. Inspect the locker
near the meeting table. You will find a Wolfpack emblem and another
document, labeled 'Codelock info'. Read the doc, then press the red
button on the table. It will trigger an enemy to come to your position,
so be ready. An easy way to kill him if you are low on health is to
setup a proximity mine at the entrance of the meeting room and just
wait and hide. Go back to the elevator and select the second floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
___ ______________________
|###| | Wolfpack HQ F2 |
|###|____ |======================|
_| | + !| | + = Health Pack x1 |
|X | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯\¯¯¯¯¯¯¯¯
\
Elevator
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
On the second floor is a punching machine and a health pack. You will
use the punching machine to create an emblem so you can open the door
to the roof. Insert the Wolfpack emblem into the machine and engrave
the following:
B E F O R E T O A F T E R
_ _ _ _ _ _ _ _
| | | | | | | | > |X| | | | | |X|
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _ _ _
| | | | | | | | > |X| |X| |X| |X|
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _ _ _
| | | | | | | | > | | |X| |X| | |
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _ _ _
| | | | | | | | > |X| | | | | |X|
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
With the new emblem in your possession, go back to the third floor.
Enter the meeting room and use the new emblem on the door on the right.
It will open it and give you access to the roof, where Greywolf has
fled. Open the door, go up the stairs, and get ready for your first
true boss fight! See Chapter [6]: Bosses, for details.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
____________________________________ _____________________
|### %| | Wolfpack HQ F4 [1] |
|###% +| |=====================|
|### ######### ######### | | + = Health Pack x1 |
|### ######### ######### | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|### ######### ######### %|
|### #########% ######### #|___
| #########% ######### D |
| % |~~~|
|### __________________|~~~|
|#################| from [B] ~~~ |
|#################| ~~~ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯ ¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____ ______________________
| * | | Wolfpack HQ F4 [2] |
|+ | |======================|
______________________________|__D__| | + = Health Pack x2 |
|### %| | * = Res. Grenade x1 |
|###% +| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|### ######### ######### |
|### ######### ######### |
|### ######### ######### %| EXIT
|### #########% ######### #| /
| #########% ######### D X
| % |
|### __________________|
|#################|
|#################|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After you've beaten Greywolf, you can go into the ammo room and pick up
a Health Pack and a Grenade. Help yourself, then leave.
----------------------------------------
[5a.5] Palmera Mall
----------------------------------------
START
_/__ _______________________
|X_ |__________________ | Sewers (Palmera Mall) |
|_________________ _ | |=======================|
|`````````````````````| | | 8 = Prox. Mine x1 |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|`|8| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|`| |
|`| |
|`| |______________
|`| ______ _ |
|`| |````````````| |
|`| |````````````| |
If you |` ¯¯¯¯¯¯¯¯|```| X - EXIT
make too --->E|¯¯¯¯|¯|^|```| !
much noise |`| |_ |! E|___ |
|`|_ | |_|v<_E_> |
|```| ! | |```| |
|¯|`| | | |```| |
| ` | | |```|_|
| |`|_|_ __|¯¯¯¯¯| |
| |`````|````````| !
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enter the sewers. Head along the narrow path and pick up the Proximity
Mine. Walk ahead a little bit and then watch the cut-scene. Take out
the two guards there (using a Grenade is the easiest method; you can
get both at once and avoid setting off their alarms). Search out the
small area and then head up the ladder to the Garage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
______________________________
| Palmera Mall B2 (Garage) [1] |
|==============================|
| * = Grenade x1 |
| 8 = Prox. Mine x1 |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
START If you make
| too much noise
_______|_________|__________________
| # | # | # # #|
____________| # X # | # # #|__
| # # E # # |
| |___
|_______________________ |
| # # # # 8|
| # !|_____
_____| # #####|
| |
| |
| # # # # |
| # # #####|
| # # # |
| # % % %#####|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|##### E |
| # |
____ | # |
| |___ | #####|
| ## |____________|##### |
|__### # |
| ## # . . |
to | # # . . # # |
| [A] | | ^ v |
| > . . . . |
| | | . . . . #####|
| | | . < . . E . . . # |
| | | . # . ^ v . . /
| | | # . # < . . . ^ v # /
| |___________| # . # .# . .# . ## /
| > . . . > . E . ## /
| E . . . < . * ##/
| # E ^ # # # # /
| #^ | E # # /
| #| | ^ E # # /
|________#|_|_|__^___________#_______________#_________/
| | | |
| | | |
If you make
too much noise
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You start off in the parking garage. Head towards the left and grab the
Proximity Mine laying next to the wastebasket next to the non-
responding elevator. After this, turn right and take out the terrorist
standing behind the car. If you want, you can shoot the gas trail to
blow him up, but that will alert everyone in the Garage, and bring
several extra enemies running. The safer way is to simply sneak up
behind him (he's deaf and has no sense of touch, obviously) and break
his neck using the Stealth Kill. Continue onwards into the garage and
hide behind a car. Watch the 2 terrorist guards' patterns. Sneak up on
them when their backs are turned and snap their necks. Proceed up to the
next level of the garage, but not before you grab the Resonator Grenade
next to the car in the bottom-right of the map.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
______________________________
| Palmera Mall B2 (Garage) [2] |
|==============================|
| * = Grenade x1 |
| $ = Ammo x1 |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________ EXIT ____________
.-' '-. \ | ! |
/ \ X D E E * |
| .-'¯¯¯¯¯¯¯¯¯¯¯¯¯'-. | | |
| | | | | #####|
| | ____| | | |
| | ________| |__________| # |
| | |##### # | |
from | #####| #####|
| [A] | | | |
| |##### |
| # | |
|##### | |
| # #####| # |
|###### | |
| | |
| |#### |
| # #####|
| $ # |
| # # # # #|
| # # #|
| # # #|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
No one should be in the immediate vicinity when you get to the next big
parking area. Head forwards, and if you're low on Shotgun bullets, pick
up the ammo lying next to the pillar. If you're not, head to the left
and walk past the parked limousine. The limo's alarm will go off,
alerting the 2 terrorists to your presence. Take them out with the
Shotgun and then head back and pick up the ammo.
If you wish, check out the bomb on the wall. Also make note of the
Resonator Grenade to the right. When you're finished with this area,
head into the door marked "Stairs".
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____________
______| *|______
To | | # # | #|
Sewers (Palmera Mall)| # | # # | 8 |
_________\__________|_D_#_$|#_____D_____#| D # |________
| ### MX | ## . . < . . # . .¯>¯¯¯¯ |
| | < . ### . E . . > .## ____|
|# # |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ^ |
|# # #| | . |
|# # #| | . |
| #| | . |
|# #######| | ^ |
|-- --------|____ | . |
|# | | _____ | . |
|# # D *$ | |+ | | .#|
|# # |____| | | | ^ |
|# # |_________________|__D__|__________| . |
| | # v . . . < E > . < . . . < . . |
| ##### < . . . . # . > . . > ### #|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯D¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
^
_____________________ :
| Palmera Mall B1 | v From Palmera Mall B2 (Garage)
|=====================| ________D___ /
| + = Health Pack x1 | | X D
| * = Res. Grenade x2 | | _______\|
| 8 = Prox. Mine x1 | |~~~| \
| $ = Ammo x2 | |~~~| START
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | |
to
|[B]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Now you can choose to either go up the stairs, and closer to Angela, or
you can head to the door on your immediate right. If you go up the
stairs, skip the next paragraph.
This route will take you to an area packed full of goodies for you.
Here, you will face 3 enemies (more, if you alert the guards). Take out
either one of the guards that you start out close to silently. Then
approach the other one quietly and either break his neck, or blast him
close-range with the Shotgun. Then go and take care of the last
terrorist. After you've dealt with the guards, head around this area
and pick up all the items (you won't be able to get to some of them
when you come to this area later, so pick them up now). Now head back
out and go up the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_______
| |
________________________________ | |
| Palmera Mall F1 | |~~~| |
|================================| |~~~| |
| @ = Adrenaline x1 | to
| 8 = Prox. Mine x1 | [C]^ ^
| $ = Ammo x1 | : :
| - - - - - - - - - - - - - - - -| ! v v
| I1 = Security Control Card | from [B]
| I2 = Document: "Proj melinium" | |~~~| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |~~~| |
| |
|_____D_|
_D_ ^
| | :
_______| | :
/ _____| | :
/ /| @| | :
/ / | | :
/ / |____| | v
/ / | |_________D___
/ / | E |
/ /__________| E \__________#_|
| |####### | \ \
| |# # | |\ After acquiring Security
| D! $ | | Control Card and Document
| |¯¯¯| | |
| | | |
| | |______| |___________
| | | |##!##I1I2##|
| | ____| | > . . v |
| | | ' D . . |__
| | |____. | . E | |
| | | | ^ . . < #| |
| |_______ | |_ ________| |
|_______ | | | ######| |
| | |# | 8| |
| | | | #######| |
| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is not much to do the first time you come to this area. Turn left
at the cross-way and head into the first door you come across. Go to
the back of the room and inspect the air vent there to open it up. Now
hit (A) to climb into the air duct. Turn left and walk down to the very
end of the passage. A cut-scene will play.
Leave the air duct via the vent and go into the previously locked
security room (occupied by a terrorist; beware, he has a Shotgun). Take
the lone sentry out and grab the Security Control Card and Document
lying on the desk. If you need it, go to the back room and pick up the
Proximity Mine. Head out and dispose of the new terrorists carefully,
as they use Sub-Machine Guns. Now backtrack down into the sewers (you
can go through either the Basement or the Garage). If you choose the
Basement, there will be new terrorists in different positions, so be
ready for them. The Garage remains devoid of enemies (for now).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
____
|__ |__________________
|_________________ _ |
|`````````````````````| | _______________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|`|8| | Sewers (Palmera Mall) |
|`| | |=======================|
|`| | | 8 = Prox. Mine x1 |
|`| |______________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|`| ______ _ |
|`| |````````````| |
|`| |````````````| |
|` ¯¯¯¯¯¯¯¯|```| X---START/EXIT
|`| |¯¯¯¯| | |```| |
|`| |_ |! |___ |
|`|_ | |_| ___ |
|```|E! | |```| |
|-|`| | | |```| |
| ` | | |```|_|
| |`|_|_ __|¯¯¯¯¯| |
| |`````|````````| X---START/EXIT
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
In the sewers, there is an enemy staring at the circuit board. Take him
out and insert (note: you will automatically insert the Control Card
when you inspect the circuit board) the Security Control Card into the
circuit board. Then head back up to the mall.
If you take the Garage route, the terrorists will have re-spawned in
the exact same positions as before, so use the same strategy that I
gave you. On the second level of the Garage, the terrorists have NOT
re-appeared, so don't worry about them there.
If you use the Basement, there are no enemies (unless you didn't kill
them on your way down).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
______________________
| Palmera Mall F1 |
|======================|
| @ = Adrenaline x1 |
| + = Health Pack x1 |
| * = Res. Grenade x1 |
| 8 = Prox. Mine x1 | ______________________________
| $ = Ammo x1 | _.-' M |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _.-' # # _!_|
_.-' ___________ v . > . . < . v |
_______________________.-' ~~~~~~~ [C]| . #### ^ #### . |
| ¯¯¯¯¯¯¯¯| ¯| . #### . #### E |
| # # ________| _| . #### v #### . |
| E . . < . . . < ~~~~~~~ [C]| ^ . > . . < . ^ |
| . . < . > . . < . > . . < ¯¯¯¯¯¯¯¯¯¯¯ |
| . .########### . ##### v # # |
| . ^########### . ##### . . < . > . E |
| v v########### . ##### |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| . . # ^ #| _______
| . .> . . > . . . #|| |
| ^ # . # #* #|| |
| . < ||~~~| |
|____ _____________________D____||~~~| |
___|__D__|___ ^ to
| | : [C]^ ^
| # # | : : :
| # # # | : ! v v
| # | : [B]
| # # # | : |~~~| |
| # # # | : |~~~| |
| __ | : | |
| /+ \ | v |_____D_|
|_____________| _D_ ^
| | :
_______| | :
/ _____| | :
/ /| @| ^ | :
/ / | . | :
/ / |____| . | v
/ / | . |_________D___
/ / | ^ |
/ /__________| . ___________#_|
| |####### | . |
| |# # | . |
| D! $ | E |
| |¯¯¯| | . |
| | | ^ |
| | |______| E |___________
| | | |##!########|
| | ____| | |
| | | ' D |__
| | |____. | | |
| | | | #| |
| |_______ | |_ ________| |
|_______ | | | ######| |
| | |# | 8| |
| | | | #######| |
| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Switch to the Shotgun immediately after the cut-scene ends. Blast the
first terrorist as he walks by and get ready for the next one. Blast
him the moment he pops out. With the enemies taken care of, head into
the security room and hit the button on the desk. The door to the main
shopping area will unlock. Proceed to the shopping area.
In the shopping area, hold still for a couple seconds. A terrorist will
walk past you (they've got no peripheral vision, I'll tell you that).
Let him pass you and then sneak up and snap his neck. Take out the
other guard in a similar fashion. Then head behind the escalators and
dispose of the last guard. If you end up alerting the guards to your
presence, two more terrorists will enter the area. After you clear the
area of enemies, check if you are in need of Health Packs, as there are
2 in the immediate area. One is in the room to the bottom-left of the
main area. The other is upstairs, on the far left of the map. After
you've gotten what you need, head to the elevator in the top-right of
the bottom level. Drag or push the cart off of the elevator and take
a ride up to the second floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____________________
_.-' |
_.-' __________ |
_.-' _.-' _____| |
___________________________.-' _.-' [D]~~ |
| # _.-' ¯¯¯¯¯¯¯| D [E]
| ___ _________________.-' _______| $ D
| / | | [D]~~ |
| / | | ¯¯¯¯¯| |
| | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
|+ | | | | |
| \ | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| \___| |_________________________| #|
| #|
|___________________________________________|
Entrance
______________________ __________________|
| Palmera Mall F2 | | X|
|======================| | # ! |
| + = Health Pack x1 | | ^ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| * = Res. Grenade x1 | | . |
| 8 = Prox. Mine x1 | | E |
| $ = Ammo x1 | | . |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | . |
| v |___
| . #|
[E] D . #|
Angela _______ D . # |
/ ______| | | v ___|
__X_____________| ### |___ | | #|
| ! |[C]| | | ^ |
|__________________ |~~~| | | . |
|### | |~~~| | | E |
|#8 | | | | . #|
|###### | |_____D_|_________| v |
|¯¯¯¯¯¯ | |
| ### | ______________________|
| *## D |
|_________|____|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This is the last area, and it's relatively simple. Sneak up on the
first terrorist and Stealth Kill him. Then take out the other enemy by
any means. Go into other room and pick up the Resonator Grenade and
Proximity Mine if you want, then go to the end of the hallway and
inspect the elevator shaft. After the cut-scene, inspect the nearby
fire-hose to pull Angela out.
After this, everywhere a bomb was planted, there will be a huge mess of
rubble which you cannot get past. Go back and unlock the doors to the
main shopping area of the mall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
______________________
| Palmera Mall F1 |
|======================|
| @ = Adrenaline x1 |
| + = Health Pack x1 |
| * = Res. Grenade x1 |
| 8 = Prox. Mine x1 | ______________________________
| $ = Ammo x1 | _.-' M |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _.-' # # ! |
_.-' ___________ |¯¯¯
_______________________.-' ~~~~~~~ [C]| #### #### |
| ¯¯¯¯¯¯¯¯| ¯| #### #### |
| # # ________| _| #### #### |
| ~~~~~~~ [C]| |
| ¯¯¯¯¯¯¯¯¯¯¯ E |
| ########### ##### # # |
| ########### ##### |
| ########### ##### E |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| # #| _______
| E #| | |
| # # #* #| | |
| | |~~~| |
|____ _____________________D____| ¯¯¯ |
___|__D__|___ ^
| | : ^ ^
| # # | : : :
| # # # | : v v
| # | : [B]
| # # # | : |~~~| |
| # # # | : |~~~| |
| __ | : | |
| /+ \ | v |_____D_|
|_____________| _D_ ^
| | :
_______| | :
/ _____| | :
/ /| @| | :
/ / | | :
/ / |____| | v
/ / | |__________D___
/ / | |
/ /__________| ____________#_|
| |####### | |
| |# # | |
| D! $ | |
| |¯¯¯| | |
| | | |
| | |______| |___________
| | | |##!########|
| | ____| | |
| | | ' D |__
| | |____. | | |
| | | | #| |
| |_______ | |_ ________| |
|_______ | | | ######| |
| | |# | 8| |
| | | | #######| |
| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
It will be very foggy and there will be heavily-armed ACN agents
patrolling the area. You will now be limited to using the NeuroStunner
and Decoy Shells as weapons. Pick up the NeuroStunner bullets there, if
you need them, and head down the escalator. Avoid the ACN guards and
the laser beams coming from the roof. Use the Decoy Shells to draw the
guards away from the door and use the NeuroStunner to zonk a guard if
you have to. Mainly, though, just distract the guards for a second and
then make a dash for the door.
After you head down the stairway, the only exit is through the
basement. Go there, and take out the lone terrorist. Head back down to
the sewers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____________
______| |______
EXIT To | | # # | #|
Sewers (Palmera Mall)| # | # # | |
_________\__________| D # |#_____D_____#| D # |________
| ### CX | ## ¯ ¯¯¯¯ # ¯ ¯¯¯¯ |
| | ### ## ____|
|# # |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
|# ^ # #| | |
|# . # #| | |
| E #| | |
|# . #######| | |
|¯¯ . ¯¯¯¯¯¯¯¯|____ | |
|# . | | _____ | |
|# v # D *$ | |+ | | #|
|# . # |____| | | | |
|# . # |_________________|__D__|__________| |
| . > . . | # ####### |
| ##### . > . . . > # ####### #|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯D¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
^
____________________ :
| Palmera Mall B1 | v
|====================| _________D__
| * = Grenade x1 | | |
| + = Health Pack x1 | | ________|
| $ = Ammo x1 | | |~~~|
-------------------- | |~~~|
| |
from [B]
| |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
____
|__ |__________________
|_________________ _ |
|`````````````````````| | _______________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|`|8| | Sewers (Palmera Mall) |
|`| | |=======================|
|`| | | 8 = Prox. Mine x1 |
|`| |______________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|`| ______ _ |
|`| |````````````| |
|`| |````````````| |
|` ¯¯¯¯¯¯¯¯|```| |
|`| |¯¯¯¯|¯|#|```| X - EXIT
|`| |_ |###|___ |
|`|_ | |_|##___ |
|```|!| | |```| |
|¯|`| | | |```| |
| ` | | |```|_|
| |`|_|_ __|¯¯¯¯¯| |
| |`````|````````|X - From Palmera Mall B1
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
----------------------------------------
[5a.6] Millennium Bank
----------------------------------------
__________________________ If you make
| Sewers (Millennium Bank) | too much noise
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | EXIT
_____v____________/
| _ E /|
| | __________X_|
| | _______ |
| | | |____|
___| | |
___| | E |
_.-' ________ |
_.-'\_.-' _.-' |
\ _.-' ___________|
_.-' _.-' _.-'
START .-' _.-' _.-'
_|_____________\.-' E _.-'
| X _.-'
|_________________.-'
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Head through the sewers and take out the guards. These guards appear to
be of the lazy sort, because they do not like to patrol. They will not
move and simply stare straight ahead. This direction unfortunately
happens to be the direction you're coming from, so there is no way that
you are able to sneak up on these guards. Take them out using your
choice of combat techniques. Head on to Millennium Bank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START
_|________________________________
| X ' | #### |
| . DD +| | ##$8 | _____________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯~~¯¯¯¯¯¯¯¯¯¯|# | | | Millennium Bank |
| _______ |#E| E | |=====================|
| ## ## |! | | | @ = Adrenaline x1 |
| # # |¯¯ E | | + = Health Pack x1 |
| ## ##@## ## ~D | | 8 = Prox. Mine x1 |
|! # # ~D #### | | $ = Ammo x1 |
| ## _______ ## | ## #### | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| |¯¯¯¯¯¯¯¯¯¯
| #### |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Head forwards and snag the Health Pack. Equip Resonator Grenades and
lightly toss one into the room ahead. Switch back to the Stimulator and
strafe into the room. Take out the terrorist who is in there, if he's
still alive, and then dispose of the other 2 terrorists outside. Now
use the computer (Action). Select "Yes" to push the button to open up
the security doors. Go through the doors and take to door on the left
to get out to where the terrorists were. Pick up the Proximity Mine and
the Shotgun Ammo on the table, then head into the back room. Inspect
the electronic lock (the "!" on the map) in front of the glass doors.
(See Chapter [6]: Bosses)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯~~¯¯¯¯¯¯¯¯¯¯|
| _______ |
| ## ## | _____________________
| # # | | BOSS: Ramirez |
| ## ##@## ## ~D |=====================|
| # # ~D | @ = Adrenaline x1 |
| ## _______ ## | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| |
| #### |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
After you've defeated Ramirez, he refuses to inform you of any of the
Syndicate's plans. Use the Truth Serum on him to get him to tell all.
----------------------------------------
[5a.7] Wolfpack HQ (re-visit)
----------------------------------------
_______________________________
|# ######### || | _______________________
| ## ### [[ !| | Wolfpack HQ F1 |
| || *| |=======================|
|$ ##### "======| | * = Res. Grenade x1 |
| ## ^##### #### X - To F4 | $ = Ammo x1 |
|####### ## . . > | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|####### X ## . E . . ######|
¯¯¯¯¯¯¯¯¯ \¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
\
START
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Since ACN is guarding the building, you're restricted to your Neuro-
Stunner, but you are still able to take out guards (permanently) using
the Stealth Kill. Remember this, as it will come in handy. When you
enter the area, there is an ACN guard patrolling the area. Sneak up
behind him and snap his neck. Then climb up to the elevated area and
open up the locked door by using the Code Breaker on the electric lock.
Hit the button. Go and climb up the ladder to reach 4th floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____
| $ |
|* |
______________________________|__^__| ______________________
|### . %| | Wolfpack HQ F4 |
|###% . . < . . . < . ^ +| |======================|
|### . ######### . ######### . | | + = Health Pack x1 |
|### . ######### E ######### . | | * = Res. Grenade x1 |
|### v ######### . ######### E %| | $ = Ammo x1 |
|### . #########% . ######### . #| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| . #########% v ######### . D X
| % X - START . . . v | \
|### __________________| To [A]
|#################|
|#################|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There are 2 ACN guards in this area, watch their patrols and then sneak
up and Stealth Kill them. Head into the ammo room to snag a Resonator
and NeuroStunner ammo, then leave the small room and go to the door
that leads to the stairwell. Or, you could simply distract them with a
Decoy Shell and then run to the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_______________________
| Wolfpack HQ F3 |
|=======================|
| + = Health Pack x1 |
| * = Res. Grenade x3 |
| 8 = Prox. Mine x2 |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________________________________________________
| |!M ###|##### |# @ | |
| ______ | D D | |____| 8|
| | | ^ D¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ | |
_| | | .#|_______D_# # |##### |
|____| | E | | |¯¯¯¯¯¯¯¯¯| |##### |
_____ | . |* | | #| M |
EXIT|8 | |__| v |¯¯¯¯¯ | | |##### |
\ |< . E . . > D #| | | |
\ ¯¯¯¯¯¯¯¯| |________##|_________| |##### |
| X¯¯D¯¯¯¯¯ | # #### #! | D__________|
|____D | # ## # | #|## |
|* !| | |# |
|¯¯¯¯¯¯¯¯¯¯D D ########## | |# |
| E #| D ########### | D |
| $ #| | #########! | | *|
|_________#|___| I1I2| | | ¯¯¯|
| #### #### !|¯¯¯¯¯¯¯¯¯| | |
| D~~ from | | + |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [A] ¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You've reached your destination: the filing room. However, there is no
power, so you'll have to find a way to restore it. Leave this room and
beware of the 3 guards patrolling the area (the one in the room
directly ahead is guarding NeuroStunner bullets and will not turn
around, so take him out easily with a Stealth Kill). Go to the freight
elevator shaft, open up the doors, and climb down into the elevator.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_______________________________________________
|#### |### # | |# | | |
|####____ | | |____|__ |
to ____| | + !| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | ^ |
[B] | |__________| #|_______ __ < E . |____| . |
\ _|! | | | |## | |¯¯¯¯¯¯¯¯¯| . | | . |
\ | | | |## | | v#|____| ^ |
|X| | |____| |¯¯¯¯¯ | | . | | . |
¯| | #| | . |____| . |
| |_____|____| |________##|_________| v | > . . ^ |
START ------ X D | | . .________|
| |_____D | | #|## |
| D__________ | | | . . > |
¯¯| ! D | | | ^ . |
| #| M| | . E |
| #| | | | . < . |
| #|###| | | | ¯¯|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯| | |
| | *@ |
______________________ ¯¯¯¯¯¯¯
| Wolfpack HQ F2 |
|======================|
| @ = Adrenaline x1 |
| + = Health Pack x1 |
| * = Res. Grenade x1 |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You are now on the part of the second floor that you never got to see
during your first visit here. Walk out of the elevator (yipes!), then
head right. Drag the box backwards so that it is lined up with the door
to the right. Drag the box into the room, and stop when the box is
underneath the electric control box above (it has the little red cursor
on it, so you can tell). Climb on top of the box and hit the switch.
Now, head back to the elevator and go down the hallway to the left of
it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_____________________________________ Elevator
|8. . < . . . < . . . ################| /
| . ###### ###### ^ ################|_/
| v ###### ###### . ####### #####||¯ X| ______________________
| . ###### ###### . ### [B]||~|¯ | Wolfpack HQ F1 |
| . ###### ###### . ||~||~| |======================|
| . % . . . . ^. E E || | | @ = Adrenaline x1 |
| v. . . . . % . || | | 8 = Prox. Mine x1 |
| . ###### ###### . || | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| . ###### ###### . ### #####||# |
| . ###### ###### ^ ### #####||# !|
| v ###### ###### . ### ###||# |
| . . . > . . . > . . ### || @|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Open up the door and go left (according to the camera angle) and
hit the switch there to lower the ladder. Now ignore the two ACN guards
there and quickly run up the stairs to the left (and slightly behind)
you. Enter the elevator and go to the third floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_______________________
| Wolfpack HQ F3 |
|=======================|
| + = Health Pack x1 |
| * = Res. Grenade x3 |
| 8 = Prox. Mine x2 |
|- - - - - - - - - - - -|
| I1 = Bomb Map |
| I2 = Lockpick |
| I3 = Document: |
| "Note bombchase" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________________________________________________
| |!M ###|##### |# @ | |
| ______ | D D | |____| 8|
| | | ^ D¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ | |
_| | | .#|______ D # # |##### |
|X___| | E | | ¯|¯¯¯¯¯¯¯¯¯| |##### |
/ _____ | . |* |# #| #| M |
START |8 | |__| v |¯¯¯¯¯ |# I1 #| |##### |
|< . E . . > D #|# I2I3 #| | |
¯¯¯¯¯¯¯¯| |________##|_______D_| |##### |
|¯¯¯¯¯ | # #### #! | D__________|
____| | # ## # | #|## |
|* !| | |# |
|¯¯¯¯¯¯¯¯¯¯D D ########## | |# |
| E #| D ########### | D |
| #| | #########! | | *|
|_________#|___| | | | ¯¯¯|
| #### #### !|¯¯¯¯¯¯¯¯¯| | |
| D~~ from | | + |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [A] ¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run out of the elevator and take out the guards using either the
Stealth Kill or the NeuroStunner (the NeuroStunner is a lot easier and
faster), then go back to the meeting room. Use the Code Breaker on the
electronic lock on the filing room door, and enter the room. Pick up
the documents and items there, and you'll automatically be transported
out of the area and back onto the streets of the North District.
----------------------------------------
[5a.8] Bomb Defusion
----------------------------------------
The timer countdown has started. In a few minutes, Los Angeles is
going to be a big pile of rubble... unless Jack Wade has something to
do with it.
Read the document "Note bombchase" to get an idea on how the bomb
defusion works. There are six triggers that must be deactivated in
order to defuse the bomb. The triggers will show up on the map, one
at a time, in the order that you must deactivate them in. You drive
on the motorcycle to reach each trigger, then you dismount and enter
the sewers (where all of the triggers are kept), where you engage in
the action part of the gameplay. At the end of the sewer (which is
usually a maze with some enemies), there is a silver suitcase, which
is the trigger. Press (A) to open it up and begin the deactivating
process.
The process for deactivating a trigger is simple: enter the 3 codes
shown. You have approximately 5 seconds to enter each code. If you
make a mistake while entering the code, the deactivation process will
cancel, and restart from the beginning. The codes for the first
trigger are only 3 digits long. However, each progressing trigger
will have an extra digit added to it (ie: the 2nd trigger has 4, the
3rd trigger has 5, etc...), until the 6th and final trigger has 8
digits that you must enter. Each time you deactivate a trigger, more
time is added to your countdown timer.
Here is a sample of a code:
A < v
To enter this code correctly, you would press (A), then LEFT, then
DOWN. I suggest using the D-Pad for entering the directional inputs
of the code, since it is much more precise than the Joystick.
The possible digits that might show up in a code are:
< = LEFT
> = RIGHT
^ = UP
v = DOWN
A = (A)
B = (B)
X = (X)
Y = (Y)
L = |L|
R = |R|
Note that the "A" and the "R" look rather similar, especially if you
are running on a not-too-large TV. To distinguish the two, remember
that the "A" is pointy, while the "R" is rounded.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NORTH DISTRICT
_______________________
_.-' | | '-._ |####|
.-' | | '-. |####|
| | | | |####|
| | ___________|___________|________|####|
__|_____|________|_.-' | |####|
/ | | | |####|
| | | | |####|
| | | __| |####|
| | | __.-'¯ | |####|
|_____________|____|______/________| |####|
| | | \ | |####|
| Start | | \ | |####|
| \ | | \ \_______________ |####|
\ \ | | \ | |####|
\ '->|X |_____|___ | |####|
\ |¯¯¯¯| | '. | |####|
Bomb ---> X | | '. | |####|
Trigger '-._ | | \ | |###X|
5 '-._|____|______________|____________|______X_____^____
\ |##| | ^ |###||
\ |##| | | Bomb
Bomb --> X|##| | | Trigger 4
Trigger \_|##|____| |
6 | |##| Gate to Fortune
| |##| Hill
| |XX <--- Gate to
| \##\ South District
| \##\
| \##\
_________| \##\
_.-'¯ | |\
.-' | | \
/ | | |
/ | | |
Bomb / | | |
Trigger 1 ---> X | | |
/ | | |
'-._ / | |
'-._ / | |
'-._ / | |
'-._ | |
'-._ | /
'-.|/
|
X <- Gate to
| South District
NORTH DISTRICT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SOUTH DISTRICT
Gate to Gate to |
North District __ Fortune -> X
| .-' '-. Hill |
v / '-. .---. |
__X_ .-.__.-' '-._/ '-.|
'-._ _ / |
'-._.-' '-._.-' |
__/| /
_.-' | | __.-'
Bomb .-' |/ __ __.-'
Trigger -> X| / '-. .' X
3 / ___|___ \ .' \
.-' | | \_ \.-' Bomb
/ | | | _.-'¯\ Trigger
( |___|_____| _.-' \_.-/¯'-._ 2
) | \ .-' \_.-' \ \
--.X | |______|__ .' .-' \.-'¯\
^'-.__|___ _____| '-._.' \_\.-'¯\ \
| '-._ | _.-' \
Gate to '-._.-|-.___.-'
North District |
SOUTH DISTRICT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
After the movies and the loading, you'll start back outside of Wolfpack
HQ, on the bike with 2 minutes on your countdown. Start off and turn
left, and follow the road until you need to take the right turn. Drive
forwards until you see the Dismount Zone to the left of the road,
inside the fenced area. Drive your bike in, dismount, and enter the
sewers (note: you enter the sewers automatically, so forget the last
bit).
Entrance/Exit
\ _______________
| X |
|______________ |
| |
_____________ | |
| Sewers | | |
| (Trigger 1) | | |
¯¯¯¯¯¯¯¯¯¯¯¯¯ | |
| |
| |
______| |
| ~~ |
| ~~ |
¯| |¯¯¯¯¯
_| |_
| |
| |
| |
| #|
| |
| |
|_ _|
_| |_
__| |__
| . . E . . |
|~.|¯¯¯¯¯|.~|
| .| |. |
| v| |v |
| X| | |
|__\ |__|
\
Bomb Trigger
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run through the passage and up to the area where the gangster is
patrolling. Take him out quickly and then take the right to the silver
suitcase. After you disarm it, you will gain 2:30 on the countdown
timer. Leave the sewers the same way you came in.
Back in the North District, turn south and head to the South District.
Now, stay on the highway that you start on and drive. Keep going until
you see the Dismount Zone in the rest area on the right. Turn into the
rest area and dismount the bike to enter the sewers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Entrance/Exit
\_ _
|X|___| |
|. . < .|
_____________ |.|¯¯¯|.|
| Sewers | |E| |.|
| (Trigger 2) | |.| |^|
¯¯¯¯¯¯¯¯¯¯¯¯¯ |.| |.|
|.| |.|
|v| |.|
|.| |^|
|.| |.|
|.| |.|
|v|___|.|
|. . . ^|
/ |¯¯¯| \
/ / \ \
/ / \ \ /\
/ / \ \ / /
/ / \ \ / /
/ / \ \ / /
/ / \ \/ /
/ / \ /
/ / \/
/ /
/ /
\ \
\ \
\ \
\ \
\ \
\X - Bomb Trigger
¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
When you enter these sewers, turn right and take out the guard in front
of you. Now head forwards and take the right at the split. Run down the
pathway until you reach the Bomb Trigger. Disarm it and receive an
extra 2:30 on the countdown, and head out the sewers.
Double back and take the same highway that you used to get to the 2nd
Bomb Trigger. When you come to the Gate to North District/tunnel split,
turn right to go down the tunnel. Drive onward until you reach the
Dismount Zone for the 3rd trigger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_________ _________
|X |_______ | _______|
¯¯¯¯¯¯¯| _____ | | |
| | | | | |
| | | |_| | _____________
| | | ~ | | Sewers |
| | | |¯| | | (Trigger 3) |
| | | | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯
| | |_| | |
| | ____ | |
| || | | |
| || |___| |
| || ~ |
| || |¯¯¯| |_______
| ||____| |_______ |
| | | |
| | _ | |
| | | |_______| |
Bomb |_| |^ ~ |
Trigger - X| |.|¯¯¯¯¯¯¯| |
| |_______|.| |_|
|< . . . E .|
¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run forwards and take the first left. Keep going and run up the stairs
to the left. Turn right and keep on the path; do not take the first
right. Go and take the second right, taking out the enemy there. Go on
to the Bomb Trigger. You will receive an extra 3:30 on the timer after
you disarm this trigger. Leave the sewers now.
>From there, drive and leave the South District for the North District.
When you arrive in the North District, it appears that you must drive
through the gate to Fortune Hill. However, if you look closely at the
map, you'll notice that the indicator is actually pointing to a road
BEHIND the gate.
To get there, turn left at the gate that it appears you should enter.
Now, take another left, then a right. From here, drive forwards a bit
and then take the first right. You should pass by Wolfpack Gas Station
and drive into a dirt area. Follow the fence to the right and you'll
see an open gate in the fence. Go through the gate, and drive to the
end of the white area to reach the 4th trigger destination. Dismount
and enter the sewers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
__ __
_____________/ \__/ \____
|X ~ |
¯¯¯¯¯¯¯¯¯¯¯¯¯\__/¯¯\__/¯¯|^|
|.|
_____________ |E|
| Sewers | |v|
| (Trigger 4) | |~|____
¯¯¯¯¯¯¯¯¯¯¯¯¯ | % |
|< E >X - Bomb Trigger
¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Head forwards and pause at the right turn. Stick to the wall and peek
around the corner. Switch your target to the explosive barrel, and when
the guard just ahead of you turns around, pop out and shoot the barrel.
That should take care of the enemy over there, now quickly get rid of
the other one left standing. After you've taken them out, go forwards
and disarm the trigger. You will gain 2:30 on the countdown timer.
Leave the sewers.
Leave the white area via the route you entered it. From the dirt area,
drive east along the road, not changing streets, taking the long loop
around the North District. You will see the Dismount Area on the left
side eventually. A short bit (very short) after you see the Dismount
Area, there will be a gap in the fence. Slow down and enter the gap,
then turn around and drive to the spot. Dismount.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_______________
|_____ _____ |
| |___ | |
_ _ _ | _ | | | _____________
|X|____| |_| | | | |^| | | | Sewers |
| __________| | | |E| | | | (Trigger 5) |
| |______________| | |v| | | ¯¯¯¯¯¯¯¯¯¯¯¯¯
|__________________| ¯ | |
|¯| | |
| | | |
| |_| |
_______| _ |______
| _______| |______ |
| | ________ | |
____| | |. . . v | | |
|_ __| |^|¯¯¯¯|.|___| |
_| |______|.| |. ___ |
|. . . > . . | |E| |_|
|^|¯¯¯¯¯¯¯¯¯¯ |.| _
______ |.| |.|___| |
|X | |.|_______________|. ___ |
/¯¯¯¯| | |. < . . . < . . . <| | |
Bomb | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | |
Trigger | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enter the sewers and take the forward route. When you come to the
split, turn right and quickly dispose of the guard there. Then turn
back and take the other path. Follow the path and take a left at the
split. Run ahead, take the right turn, turn left, turn left again, and
then turn right. If you encounter the guard, take him out. Continue on
the pathway to reach the 5th silver suitcase. Disarm it to receive an
extra 1:40 on the timer. Leave the sewers quickly and get back on the
bike.
The last Bomb Trigger is easy to fine. Exit the area you're in through
the gap in the fence, then turn left and drive along the highway. When
you reach the gate to enter Fortune Hill, take the right turn. Enter
the L.E.I.L.A. parking area and drive straight to reach the last
trigger's sewer.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
____ __
|X | | |
¯¯| | | |
| | |^%|
| | |. | _____________
| | |E | | Sewers |
| | |. | | (Trigger 6) |
| | |.%| ¯¯¯¯¯¯¯¯¯¯¯¯¯
| | |. |
| | |v |
| | |. |
| | |.%|
| | |. |
| | |v |
| | |. |
| | |.%|
Bomb | | |v |
Trigger - X| | |
¯ ¯¯
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk forwards slightly and stick to the wall on your right. Peek around
the corner and wait for the guard on the left walkway to turn his back.
Then, jump around the corner (press |R|) and take out the guard right
in front of you. Now dispose of the guard on the other walkway. After
he's gone, run forwards to reach the last Bomb Trigger.
-----------------------------------------------------------------------
[5b] D i s c 2 [5b]
-----------------------------------------------------------------------
The Disc 2 Walkthrough is not yet complete. To help finish this section
of the guide faster, we have opted to skip on the maps for the time
being. Don't worry, once we have more time on our hands we will map out
all the areas.
----------------------------------------
[5b.1] Docks
----------------------------------------
You'll start in control of Angela Stern, behind some crates. Ahead,
there are two enemies who stare dead ahead, and are located right in
front of the gate to the next area. If you want a Proximity Mine, turn
around and go to the bottom-left corner of the area. There will be a
Mine there, even though you can't see it (it's a slight glitch; it's
buried under the concrete). Go back and take out the two guards any way
you want. Then hit the switch in front of the gate to open it up and
advance to the next area.
Here, there will be an enemy right in front of you, with his back
turned. Run up and quickly kill him with the Stealth Kill. Ahead, an
enemy will appear soon, so either run right and take cover behind the
car, wait for him to turn around, and then proceed, or take him out. If
you turn right, the way the guard came from, you can head to the end of
the passage to acquire a Grenade. Turn around and then go forwards,
being wary of the enemy patrolling the bridge. Head down the long
alleyways to pick up a Grenade and an Adrenaline. Then go across the
bridge and open the gate.
In the next area, you can choose to either slip past all the guards (a
good choice, since you're so under-armed), or you can clash with them
and take them all out. It's easier to go stealth-ish and sneak past
them all, since there's only three and they all have rather large
patrol routes (which means that they're not all clumped in one spot
with no way for you to sneak past, which is good). Simply study their
routes and slip past 'em when their backs are turned. Before you leave
this area, you'll need to go to Warehouse 12, to investigate the
"special cargo" that the two terrorists were talking about. To get
there, head to the top-left area of the map, and you'll see it (it has
a big "12" printed on the side of the building). Enter through the
doors, where you'll need to take out two terrorists, who are armed with
shotguns. After you take care of them, pick up the Health Pack in the
far left corner of the warehouse, then go back right and enter the
small room that the terrorists were talking in. Pick up the Loading
Keycard there, then leave the warehouse. Now turn south and then take a
right to reach the gate to the next area.
Open it up, and then head forwards, and hide behind the crate. The
guards here don't seem to follow any set path, so get rid of them any
way that you feel. After they're gone, go forwards and inspect the gate
lock. You'll automatically insert the Loading Keycard, if you have it,
and the gate will open. Walk forwards a short bit and you'll have
finished this area, and be treated to a cutscene.
----------------------------------------
[5b.1] Queen of Hearts
----------------------------------------
Angela's hitched a ride onto Don Fulci's ship, the Queen of Hearts, and
you start in control of her on the upper deck up the ship. Here, a
couple of enemies patrol, along with two roving spotlights. If a
spotlight catches you in its beam, the enemies in the area will be
alerted, and they will bring in backup. So, avoid the spotlights as
best you can, and ignore the guards who are browsing the deck. Run
forwards to get off the elevated area you are on, and run along the
side of the ship to get around to a Proximity Mine. Then backtrack and
take the first left, and then the second left, so you are on the other
side (Starboard? Port? Whatever it is...) of the ship. Walk forwards
until you reach the door to enter the ship.
As you enter, there is an enemy who will soon turn and face you, and
there's pretty much no way to avoid him. Take him out, then proceed to
the door.
Here, you're in the stairwell. Run up a set of stairs and enter the
second floor of the Queen of Hearts. Inside, you'll have a rather small
area to explore. Turn around first, walk forwards, and enter the door
on your left (the one in front of you can't be opened from this side).
Pick up the Resonator Grenade and Document there. Inspect the machine
and read the Document, if you wish. Now head back, and wait at the
right turn for the enemy there to turn around. Take him out now, then
enter the captain's completely comfortable cozy cabin. Walk towards the
camera and pick up the Beta Chemical, Dictaphone, and Document off of
his desk. Turn around and walk into the doorway on the right to enter a
room with a Health Pack. Pick up it if you need it, then leave the
cabin. If you want, turn left and explore the small area over there,
but you'll need to eventually leave the second floor to the stairs, and
head up the floor 3.
On the third floor, turn around and enter the small room there to get a
Resonator Grenade. Now walk forwards and avoid the spotlight (if you
get caught in it, it will alert the guards there to your presence).
Turn left and enter the cafeteria area of the ship.
Here, you have two methods of getting past the guards. To get past
violently, take out the guard staring at the posters using the Stealth
Kill, then stick to the wall and peek around the corner. When the enemy
ahead turns around and walks to the left, run around behind him and get
rid of him silently. Pick up another Resonator Grenade on the little
tray-thing against the wall, then turn around and head into the
doorway. Hug the wall on the right and peek around the corner. When the
guard appears, and then turns around, get rid of him. Enter the cabin
on the left side and pick up the Alpha Chemical and Document in the
locker, then turn around and pick up the Adrenaline on the desktop. Now
you can go left and pick up the Proximity Mine, turn around, and go
down the stairs on the left of the hall. This is the aggressive route.
If you want to go passive, and spare a few lives, wait behind the guard
staring at the posters on the wall. Watch the map and wait for the
guard patrolling the kitchen area to turn around, then quickly dash to
the doorway. Hug the right wall, and when the guard there turns around,
walk out and then run into the door on the left. Stay in there and pick
up the Alpha Chemical and Document in the locker, then pick up the
Adrenaline behind you. Watch the map, and when the guard turns back and
walking away, open the door and dash out to the left. Pick up the
Proximity Mine at the end of the pathway, then turn around and hug the
wall on the left. Peek around the corner to the right and then when the
guard turns and is walking away from you, pop out and slowly follow
him. When he passed by the doorway on the left, duck into it and head
down the stairs, then open the door.
You'll emerge on the second floor, on the other side of the doors that
couldn't be opened. Turn left and unlock the door there, then turn
around and walk forwards. At the right turn, peek out to see the two
enemies guarding Jack's prison cell. Take them out (using a Resonator
Grenade is the easiest), and then inspect Jack's prison cell door.
After the movie, head forwards and open up the other locked door and
then head forwards, back to the stairs (not the one that you came
from). In the stairwell, head up two floors, to the fourth floor.
Up here, walk forwards, and turn right into the closet to pick up a
Resonator Grenade. Go back and open the door on the right to watch a
short cutscene. After the scene, the guards will position themselves in
front of computers. They are so pre-occupied with their work that they
won't notice you at all. Sneak up behind them and take them out, one at
a time, with the Stealth Kill. After this, pick up the Document on the
tabletop, and you will notice a button on the side. Select "Yes" to
push the button, which will move a locker. This reveals a doorway.
Enter it, and pick up the Master Disk and Gamma Chemical items. Head to
the corner of the room and pick up yet another Resonator Grenade, then
leave the fourth floor. Head back down to the second floor.
Here, turn left (or up, on the map) and enter the first room on your
left. Insert all three chemicals into the machine by using them through
the item menu. The game will then present you with a sort of puzzle to
solve.
_____ _____
|_____| | |
|_____| | |
|_____| | S |
|_____| | A |
|_____| | M |
|_____| | P |
|_____| | L |
|_____| | E |
|_____| | |
|_____| |_____|
____________|____________
__|__ __|__ __|__
| | | | | | ____________
| a | | B | | y | | CANCEL |
|_____| |_____| |_____| ¯¯¯¯¯¯¯¯¯¯¯¯
NOTE: The "a", "B", & "y" are crude substitutes for the Greek alphabet
letters "alpha", "beta", and "gamma". The "SAMPLE" label for the test
tube is not in the game.
The point of this puzzle mix the chemicals Alpha, Beta, and Gamma
together to make the middle tube the color of the sample tube. You can
mix 5 doses of the chemicals together, putting in any combination that
you want.
The chemical's colors are:
Alpha = Red
Beta = Blue
Gamma = Green
When you mix the chemicals together correctly and get the same color as
the sample tube, you'll get the Explosive item. Now head around to Jack
Wade's cell and enter the cell next to it. Use the Explosive on the
weak wall there to release Jack.
You will now be in control of Jack Wade. Head back down to the first
floor and take out the enemy patrolling there. Then, walk forwards
towards the magnetically sealed hatch to trigger a call from Angela.
The magnetic lock will open, giving you access to the basement, or
below the deck of the Queen of Hearts.
In the basement, there's an enemy patrolling up and down the narrow
path. Take him out quickly and then go to the door that the camera was
facing. Enter there to pick up some Machine Gun ammo, then turn back
around and go down the hallway, down the 0stairs, and open up the door.
You'll emerge in large cargo area, with three guards patrolling the
area. You can sneak around and take them out, if you want, or simply
avoid them. However, you'll be visiting this area a lot, so it'd be in
your best interest to get rid of them now. Now, once you've dealt with
the enemies, climb up any of the three ladders. Make your way to the
far side (according to how you entered the room) of the room. Go to the
far-left (bottom-right, on the map) of the upper level and hit the
switch there. Climb back down and turn left, and enter the doors to the
refrigerator area.
Walk over to the control panel, and use it to open up one of the fridge
lockers. Looks like that guy there's in the hurt locker, wouldn't you
say? Eh? (just had to say that). Since the turns out to be the captain
of the ship, his ID card ought to be pretty useful... Leave the
refrigerator area, but not before picking up the Health Pack hidden in
the corner (only if you need it, of course). Now, you should have the
Dictaphone and Captain's ID Card. Cross over to the far side of the
cargo area and climb up the ladder. Up on the top level, there should
be a door in front of you. However, it is locked. Inspect the panel to
the right of the door, and you'll automatically use the Captain's ID
Card. Now, you'll need some voice identification for the next part of
the unlocking process. Remember the Dictaphone item you picked up in
the Captain's (insert adjectives here) cabin? Use it through the item
menu, and you'll unlock the door.
In the next room, if you alert the guards, several more of them will
come running, so it's in your best interests to avoid alerting them. To
do this, use the NeuroStunner on the two guards, and then lay a
Proximity Mine next to the zonked-out enemies. Once you've taken care
of the enemies, enter the small room in the middle of the area. After
the movie, pick up the Shotgun ammo and the Health Pack in the room.
Then inspect the orange dot on the map (which is in the room). Leave
this area now, the way you came.
Cross the large cargo room to the other side, then turn left. Go down
the hallway there and inspect the keypad to automatically insert the
keycard you got in the previous room. Once you enter this room, get rid
of the guard around the corner. Pick up the Machine Gun Ammo sitting on
the chair, then turn around and go up the stairs. Continue going up and
at the top, run straight until you reach a Proximity Mine at the end of
the passage. Now turn back around and go in the little insert area, and
enter the elevator. Raise it using the control panel.
=======================================================================
[ 6] B O S S E S [ 6]
=======================================================================
NOT FINISHED YET
A basic tip for all bosses: DO NOT use the Quick Select to use a Health
Pack or an Adrenaline. If you are going to use those items, do so in
the Pause Menu. Otherwise, you'll leave yourself vulnerable for a
second or two, and that may be all the time the big baddie needs to
finish you off.
-----------------------------------------------------------------------
[6a] B r u c e [6a]
-----------------------------------------------------------------------
____________________
| # #### # |
_________________ | # ## # |
| SUB-BOSS | | |
| Bruce | D ########## |
|- - - - - - - - -| D ########### |
| Wolfpack HQ F3 | | ########## |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | |
| #### #### |¯¯¯
|________________|
Bruce is pretty much exactly the same as you, with a slightly longer
health bar (though you can't see it). Once the battle begins, hold down
|R| and blast him while moving to the left. Once you empty your clip,
crouch behind the rack that you should have walked behind. Reload in
safety, then pop back out and blast him some more. Crouch whenever you
can in order to avoid taking too many hits. Use rolling to your
advantage. If you see Bruce pulling a Resonator Grenade out of his
pocket, blast him. You may be able to get him to drop it and get him
blown by his own Grenade. Blast Bruce over and over, and don't stop,
since you aren't able to see his health bar. Use Health Packs and
Adrenaline as necessary, but remember that Greywolf comes next.
-----------------------------------------------------------------------
[6b] G r e y w o l f [6b]
-----------------------------------------------------------------------
____________________________________ _________________
|### %| | BOSS |
|###% +| | Greywolf |
|### ######### ######### | |- - - - - - - - -|
|### ######### ######### | | Wolfpack HQ F4 |
|### ######### ######### %| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|### #########% ######### #|
| #########% ######### |
| % |
|### __________________|
|#################|
|#################|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Greywolf runs around the roof, shooting his bazooka-type weapon at you
(beware, it has a small blast radius). The main idea here is to shoot
the heck out of him (duh). Keep in mind that there is a Health Pack to
the far right of where you start, so make sure to nab that at the
beginning of the fight if you don't already have one.
Stay in the middle of the arena, and always keep your gun pointed at
Greywolf. Shoot him a couple times whenever he pops out, then roll back
to safety in-between the two big buildings, and reload. Keep an eye on
the map and come out on the side where Greywolf is headed. Shoot him
when he appears, roll away, and reload.
Occasionally Greywolf will dash across to the other side of the arena,
giving you easy shots. Unload your Stimulator on him whenever he does
this (this is why you should keep your gun fully loaded all the times).
A different tactic is to simply watch the map, and then run around and
come up on Greywolf's back. You can avoid getting hit altogether using
this method.
Another way is to save the Proximity Mines that you picked up in the
level, and lay them along Greywolf's path. If you get two solid hits
with the Mines, Greywolf can be taken down in a few Stimulator shots.
When Greywolf's health has been reduced to approximately 1/5, he will
back up into a corner (the bottom-left corner, according to the map).
Then he will start shooting to the left and right, randomly. The
easiest way to dispose of him here is to stay to the right side of him
(top-left corner of the map). Hide behind the building, away from
Greywolf's line of fire. Watch the map, and when Greywolf turns away,
strafe out and blast him several times, then roll back to safety.
Lather, rinse, repeat.
-----------------------------------------------------------------------
[6c] R a m i r e z / S a f e t y D o o r [6c]
-----------------------------------------------------------------------
______________________________
| ~~ |
| _______ | _____________________
| ## ## | | BOSS |
| # # | | Ramirez/Safety Door |
| ## ##@## ## ~| |- - - - - - - - - - -|
|! # # ~| | Millennium Bank |
D ## _______ ## | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
D |
| #### |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This guy is a pain in the butt to try and figure out what to do, but
once you get the strategy down, he's easy.
Ramirez will launch his pet spiders at you, 3 at a time. Once they spot
you, they will rush at you at full speed, and then jump at you. If they
connect fully with you, they can take away half of your Health Meter.
They can be destroyed with 2 shots from your Stimulator. The first shot
will stun the spider, and they will sit in the same place for a few
seconds, and then they will explode. The second shot will make the
spider explode prematurely.
The tactic is to use the spiders against the Safety Door (the one
Ramirez is standing behind, in the far bottom-left corner). Destroy 2
of the spiders in a wave, then shoot the last spider once. Run over to
the stunned spider and press (A) to "use" it. The camera will switch to
a First-Person view of the spider. Aim the spider towards the Safety
Door with the joystick, and then press (A) to start the spider running.
Steer the spider at the door, and press (A) when you are close to the
door to make the spider jump and hit the door. The spiders can only
jump a certain distance, and they will inflict the most damage on the
Safety Door at the climax of their jump. If you time the jump right,
you can take out the Safety Door easily in less than 5 spiders.
-----------------------------------------------------------------------
[6d] G l a d i a t o r [6d]
-----------------------------------------------------------------------
_________________
| BOSS |
| Gladiator |
|- - - - - - - - -|
| Aquadome |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
NOTE: Currently I am pondering how to map out a circle in ASCII.
You are in a large circular arena with four crates and five floor pads.
You are not allowed to use any Health Packs or Adrenaline. Even so,
this boss is pretty easy. Take note of the circular pads on the floor:
there are four red ones and one green one. When you stand on a pad, you
"charge" it. It will turn bright pink, and when you step off, a bolt of
electricity will come zapping down. The longer you stand on the pad,
the bigger the bolt will be. Don't stand on the pad for too long,
though, otherwise the charge will be released automatically, giving you
a nice jolt. This ought to clue you in on what you're supposed to do.
Run away from the Gladiator as he stalks you around the arena. When you
have a bit of distance between you and him, stand on one of the pads.
When the Gladiator gets close, step off of the pad to zap him. Continue
to do this until the Gladiator is defeated. However, make sure to watch
out for the other people who enter the arena via the ramp. They are
armed with Stimulators and can be a big nuisance. Take them out before
they take you out.
-----------------------------------------------------------------------
[6e] R a m i r e z [6e]
-----------------------------------------------------------------------
_____
__________| |____________
|#### ####|
|## ####|
|# ## ####|
|## | _________________
| xx ## | | BOSS |
| X | | Ramirez |
| xx ## | |- - - - - - - - -|
| | | Queen of Hearts |
| ## ##| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| ###|
| ####|
| ### ######|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
NOTE: The small "x"s on the map are the spotlights that you must take
out. The big "X" is Ramirez's position.
Ramirez plays a nasty trick, using 4 huge spotlights to blind you and
keep you from shooting him. Well, the first order of things is to take
out those lights.
Whenever you walk out from behind a crate, Ramirez will spot you and
immediately shoot with his big gatling gun, putting you on the fast
track to the hurt locker. So you'll need to distract Ramirez in order
to have the chance to take out the lights. Equip the Decoy Shells and
turn to the side (left or right, it doesn't matter). Toss the shell far
(hold (A), don't tap) to distract Ramirez's attention. Then walk out
from behind the crate and empty a clip at one of the lights. When your
clip is finished, hide behind the crate again. Toss another Decoy Shell
and take out another one of the lights. Repeat until all 4 of the
lights are destroyed.
After this, Ramirez will enter a "mad bomber" mode, tossing out
incessant amounts of Resonator Grenades. He tosses them in groups of
three, so the trick is to simply shoot Ramirez in the break, then run
around the arena as he tossing grenades at you. Repeat until you've
drained Ramirez of his life.
-----------------------------------------------------------------------
[6f] A d a m [6f]
-----------------------------------------------------------------------
_________________
| BOSS |
| Adam |
|- - - - - - - - -|
| Biotech Labs |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
NOTE: You're controlling Angela Stern.
Your Stimulator does almost zilch damage to Adam, so don't even try to
use it. Besides, if you shoot him around 5 times, he'll stop and groan,
then start chasing you around REALLY fast, and there's almost no way to
avoid him unless you're far away.
The "real" way to defeat him is to, first, power on the gas system. Do
this by going up to terminal in the middle of the arena (the one that
Zweiburg is next to) and pressing (A). This will supply power to the
gas system, now you need to turn the gas flow on. To do this, go to
two of the corners of the area and press (A) at the computer terminals.
Once you have turned on both of them, the rest is simple.
Lure Adam behind one of the structures, so when he is chasing you out,
he is walking towards the middle of the arena. Just before he is about
to walk next to the gas pipe (you'll need to practice your timing for
this a little bit), shoot Adam 4-6 times to make him stop. Then quickly
press (X) to change targets to the pipe and shoot it a few times. This
will bring a spurt of gas into Adam's face, poisoning him and lowering
his health. However, don't stand there and sight-see, as once Adam
recovers from the shock, he will chase you for a bit. Run backwards and
behind the other structure and reload. Now, when Adam walks around to
come at you, run away so he is again behind the structure. Turn around
and wait for Adam to appear. Wait again until he is just about to walk
next to the gas pipe, and start firing. Once he stops, switch targets
by hitting (X) and shoot the pipe. Turn around and run, and repeat
until Adam is dead.
-----------------------------------------------------------------------
[6g] A d a m ( f i n a l b a t t l e ) [6g]
-----------------------------------------------------------------------
_________________
| FINAL BOSS |
| Adam |
|- - - - - - - - -|
| Biotech Labs |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is your last fight with Adam (the last fight of the game, for that
matter), as suggested by the title of the section. You are in control
of Jack Wade, along the outer-inner area of the circular arena. In the
center is Adam, and he does not move at all during the course of the
fight. He stands there and turns, facing you at all times, shooting his
super-de-duper gun at you. Along the outer-middle area, there are Ammo
Dispensers which give you as much Machine Gun Ammo as you can pick up.
Adam has two types of attacks with his Judgment Cannon: a powerful
straight shot (blue colored), and a sweeping laser (red colored). You
can tell which one is coming by when Adam is charging the cannon. It
takes him about one second to charge the blast, and you can see a blue
or red hue charge while the gun is warming up.
To defeat Adam, I suggest first, use up all the Rocket Launcher you
have. Since the Rocket Launcher is so slow, you can only get off one
shot in between each of Adam's attacks. After you've used up all your
Rocket ammo, switch to the Machine Gun, and in between all of Adam's
attacks, use up CLOSE to a whole clip (around 25-28 shots). DO NOT
reload or you will get shot. Once Adam finishes his attack, reload and
empty another clip on him. Repeat this continually, and if you ever run
low on ammo, pull backwards and find one of the Ammo Dispensers, and
pick up some ammo. When you have lowered Adam's health to around 1/5,
he will stop attacking and kneel on the ground, giving you lots of free
and easy shots. He will stand back up eventually, though, and continue
firing at you. Repeat the tactics you've been using until you defeat
Adam.
After this, you'll watch a movie, and then have to fight Adam's second
final form. The life bar at the top of the screen is only there to
intimidate you. See the little red dot on the map? That is Adam's
Judgment Cannon that he left carelessly lying around. *tsk, tsk* What a
naughty little lad. Make him pay by keeping the Machine Gun equipped
and luring Adam as far away from the Judgment Cannon as you can. Then,
turn around and unload a clip into Adam. He will stop and hold his
head, groaning. This gives you a chance to dash over and pick up the
Judgment Cannon. If you do this correctly, you should be able to get a
shot off at Adam and end the fight.
=======================================================================
[ 7] L . E . I . L . A. [ 7]
=======================================================================
L.E.I.L.A. VR Missions allow you to practice your skills, and are also
necessary for obtaining new Licenses. There are two ways to play the VR
Missions: From Headhunter's Main Game Menu, or from the L.E.I.L.A.
Office in-game. Playing the VR Missions from the Main Game Menu is only
for practice. Your records are saved in the system save file, and any
records you set this way will not be saved in your individual game save
files. You can only select from the Mission Tier that you have accessed
in your farthest save file. Playing from the L.E.I.L.A. Office allows
you to save records on your game saves, and also lets you obtain new
Licenses and open the lockers.
There are four types of VR Missions: Motorcycle Control Test, Tactical
Stealth Test, Weapon Utilization Test, and Combat Technique Test.
1. Motorcycle Control Test
Reach all checkpoints within the time limit.
This tests your skill with the motorcycle. Simply race through the
wire-frame checkpoints around a virtual North District.
2. Tactical Stealth Test
Reach the goal without getting detected.
Kill off all enemy guards without getting detected.
Missions C.2 and B.2 require you to reach the goal without getting
detected. Missions A.2 and AAA.2 require you to kill off all enemy
guards without getting detected. You have no weapons in these missions
and must rely on your Stealth Kill and Decoy Shells alone.
3. Weapon Utilization Test
Kill off all enemy guards on the other side of the abyss.
You're on one side, they're on the other. Kill them all off within the
time limit, and without getting killed yourself. You have a different
range of weapons to choose from depending on which Tier you currently
are playing.
4. Combat Technique Test
Use the techniques you've learned to reach the goal.
Basically a short action sequence. You have to make your way through a
small area littered with VR enemies. Your range of weapons again
depends on which Tier you are currently playing. Some rooms require you
to defeat all enemies to advance, while others allow you to sneak by to
the door.
-----------------------------------------------------------------------
[7a] C L i c e n s e [7a]
-----------------------------------------------------------------------
----------------------------------------
[7a.1] Mission C-1
----------------------------------------
_________________________
| Mission C-1 |
| Motorcycle Control Test |
|- - - - - - - - - - - - -|
| Target Time : 0'32" |
| Record Time : 0'20" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This mission is fairly simple, all you have to do is follow the check-
points. Drive forwards until you near the second checkpoint. Let off
the gas and brake as you take the left turn, then speed up and hit the
third checkpoint. Brake a little and take the first right turn, and
dash through the next checkpoint. Drive straight across the lawn
(avoiding the trees and other obstacles that will slow you down)
towards the last checkpoint.
You'll need to practice this one a lot in order to beat the record.
----------------------------------------
[7a.2] Mission C-2
----------------------------------------
_________________________
| Mission C-2 |
| Tactical Stealth Test |
|- - - - - - - - - - - - -|
| Target Time : 1'45" |
| Record Time : 0'40" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This mission is also simple. At the beginning of the test, run up and
snap the first VR guard's neck. Head along and then attach yourself to
the inner wall at the turn. Peek around and watch the guards, timing
your run for when both of them will be facing the wall. Run past them
and then hold for the next guards. When the guard to the left turns
around, run past him to the right and stop at the corner. Watch the
next VR guard on the map, and once he turns his back, dash forwards and
take the right turn to the goal.
If you follow this method, you should beat the record with plenty of
time to spare.
----------------------------------------
[7a.3] Mission C-3
----------------------------------------
_________________________
| Mission C-3 |
| Weapon Utilization Test |
|- - - - - - - - - - - - -|
| Target Time : 0'45" |
| Record Time : 0'27" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A simple mission; exterminate four guards that come out shooting from
across the abyss. Simply attach yourself to the boxes to your right,
then peek out and shoot. Let go of |R| to hide behind the crates to
reload in safety. Switch sides of the box when needed.
If you get lucky (or just have mad skillz, like us) you should be able
to beat the record.
NOTE: The exit for the mission will appear after you kill the 4
enemies. The mission does NOT automatically end, so don't stand around
and blow your record time. Watch the radar for the "Warning" message to
disappear, then run over to the bottom-left corner and wait for the
exit to appear. When it does, you'll instantly finish the mission and
stop the timer.
----------------------------------------
[7a.4] Mission C-4
----------------------------------------
_________________________
| Mission C-4 |
| Combat Technique Test |
|- - - - - - - - - - - - -|
| Target Time : 2'05" |
| Record Time : 0'52" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In the first area of this mission, you can choose to do one of two
things: combat with and exterminate all of the VR guards in the area to
unlock the door, or simply sneak past them to the unlocked door.
Sneaking past them is usually simpler and faster (very useful for
beating Hank's record, however, I've actually beaten the record while
killing all the enemies). If you're feeling violent, exterminate all
the guards in any method you choose, then proceed to the next area via
the door. To sneak past them, just crouch and hug the wall as you pass
the first one (don't "stick" to the wall, just squat-walk very close to
the wall). Watch the second VR guy on the map, and wait for him to turn
his back before advance (run across this area). The next guard is like
the first, crouch and hug the wall as you pass him. Watch the next VR
guard on the map and run past him when he turns around. Open the door
to proceed to the next area.
When you enter this area, you can see a VR guard walking behind a
pillar to the right. Run down the stairs and sneak up behind him
quickly, then snap his neck. Take out the other two guards with your
Stimulator as fast as you can, then rush over to the exit that appears.
-----------------------------------------------------------------------
[7b] B L i c e n s e [7b]
-----------------------------------------------------------------------
----------------------------------------
[7b.1] Mission B-1
----------------------------------------
_________________________
| Mission B-1 |
| Motorcycle Control Test |
|- - - - - - - - - - - - -|
| Target Time : 1'20" |
| Record Time : 0'52" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In order for you to beat the time record on this mission, you really
need to simply practice your motorcycling skills. Race around the North
District or something, just practice taking corners, evading traffic,
etc...
Once the mission starts, race off to the first checkpoint, and start
braking. Take the left turn at a medium speed, so you don't lose too
much momentum, but you don't end up hitting the wall. Gun the motor
once you line up with the second checkpoint. Then, turn right and cut
across the lawn (avoiding the trees and lightposts) to the third
checkpoint. Start slowing down when you reach the right turn, and
swerve in. Line up with the fourth checkpoint and gun the motor. Now,
at the next turn, you'll need to execute a ~100 degree turn. Slow down
to around 40kph and turn hard left. Once you see the fifth checkpoint,
ease on the accelerator so you don't lose control and drive through the
checkpoint. Drive forwards at max speed until the second (??) right
turn. Brake and take the turn, staying near the left of the road. Slow
down slightly and turn through the sixth checkpoint onto the straight-
away. Gun the motor and speed through the seventh and final checkpoint.
Now let go of the accelerator so you can make the last turn without
hitting the guardrails.
----------------------------------------
[7b.1] Mission B-2
----------------------------------------
_________________________
| Mission B-2 |
| Tactical Stealth Test |
|- - - - - - - - - - - - -|
| Target Time : 1'35" |
| Record Time : 0'49" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When this test starts out, turn down the left passage and lightly toss
a Decoy Shell. Head back around and wait behind the pillar for the VR
guard to pass by. Run out and take a right. When you catch up to the
other guard, snap his neck quickly. Now, run forwards and hide in one
of the indents in the wall. Wait for the guard walking left to come out
and have his back to you, and the guard on the right to be walking
to/facing the right wall. Dash out and quickly run past the facing-the-
wall guard, and run around the wall to get to the exit.
Practice it a little, and you should be able to finish this mission in
less than 20 seconds.
----------------------------------------
[7b.1] Mission B-3
----------------------------------------
_________________________
| Mission B-3 |
| Weapon Utilization Test |
|- - - - - - - - - - - - -|
| Target Time : 0'55" |
| Record Time : 0'40" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This mission is exactly the same as the C-3 mission, except you have
some more weapons and there are 2 more guards (for a grand total of 6)
to kill. Just keep the Stimulator equipped (ignore the Shotgun, it's
not very useful), attach yourself to the boxes to your right, then peek
out and shoot. Let go of |R| to hide behind the crates to reload in
safety. Switch sides of the box when needed.
NOTE: The exit for the mission will appear after you kill all the
enemies. The mission does NOT automatically end, so don't stand around
and blow your record time. Watch the radar for the "Warning" message to
disappear, then run over to the bottom-left corner and wait for the
exit to appear. When it does, you'll instantly finish the mission and
stop the timer.
----------------------------------------
[7b.1] Mission B-4
----------------------------------------
_________________________
| Mission B-4 |
| Combat Technique Test |
|- - - - - - - - - - - - -|
| Target Time : 1'20" |
| Record Time : 0'52" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For the first area of this mission, pull the box out first. Then turn
slightly to the left and shoot one of the barrels (make sure you are
some distance from them, first). The locked door will open.
Run forward and turn left while equipping the shotgun. Advance quickly
on the guard there and shoot him close-range in the back. This should
not alert the other guards in the area. Sneak forwards when the guard
has his back turned, and then blast him with the shotgun. Repeat for
the other guard in the room, then reload while heading for the door.
In the next room (keep the shotgun equipped), go up to and hide against
the pillar towards your forward-right. Wait for a guard to walk out on
the left and quickly pop out and shoot him. Now reload and cross over
to the right side of the pillar. Pop out again and shoot the VR guard
there. Now, get off of the pillar and take out the rest of the enemies
in the room (the shotgun is still the best as long as you can get to a
reasonably close range). Once you've exterminated them all, run over to
the opposite end of the room (from the way you entered) to the exit.
If you blaze through this, you ought to be able to beat the record.
-----------------------------------------------------------------------
[7c] A L i c e n s e [7c]
-----------------------------------------------------------------------
----------------------------------------
[7c.1] Mission A-1
----------------------------------------
_________________________
| Mission A-1 |
| Motorcycle Control Test |
|- - - - - - - - - - - - -|
| Target Time : 1'50" |
| Record Time : 1'01" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Start off and stay to the right side of the road. Slow down to around
70-80 KPH as you take the left turn. Line up and drive straight and
through the second checkpoint. Stay to the left and slow down to around
20-30 KPH as you take the sharp right turn through the third
checkpoint. Don't gun to motor too much, as another sharp right turn
comes up. Slow down to around 20-30 KPH again and take the turn, making
sure to get the fourth checkpoint. After the turn, stay straight and
gun the motor, passing through the fifth checkpoint. Get on the left
side of the road and slow down to around 30-40 KPH for the sharp right
turn, with the sixth checkpoint. Stay on the road and drive down the
incline, staying on the right side of the road. Pass through the
seventh checkpoint, slowing to around 130-150 KPH for the left turn.
Drive forwards and the cut left across the lawn to the eighth and final
checkpoint. Drive forwards and tap the brakes slightly to slow to
around 170 as you take the next left turn. Keep at the same speed as
you take the right turn. Take a diagonal cut across the hill to the
left to get hit the ending checkpoint.
Do this run and you should easily beat the record.
----------------------------------------
[7c.2] Mission A-2
----------------------------------------
_________________________
| Mission A-2 |
| Tactical Stealth Test |
|- - - - - - - - - - - - -|
| Target Time : 2'00" |
| Record Time : 1'20" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Exit _____ ______________
_\___ | |_______| ~~ |
| X | | E _______ ~~ |
| | |_____| |_______~~ |
| | _________________ | |
| |_____|< . . . E . . . >| _| |____
| ~~~ | | |
| ~~~ | | E |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | | ____|
| | |_ |
| |___| |
| |
| |
___________________| |
| ~~~ |
| E ~~~ |
| ~~~ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| X - Start
|_____|
Once this mission starts, run forwards, past the pathway on the left.
Stay straight, and run up behind the VR guard to the right (whose back
should be turned). Snap his neck by using the Stealth Kill, then
continue on the route that you were taking. Pause at the left turn and
wait until the 0'13" mark. Run up the stairs and snap the guard's neck
(this VR stays turned from 0'13" to 0'20"). Now backtrack to the
pathway that you passed earlier. Turn right and run up the stairs to
the left. Snap the VR's neck before he turns around at 0'32". Quickly
run down the stairs and turn left. The last VR guard there will stay
with his back to you until 0'42", so run up and Stealth Kill him. With
all the guards taken care of, head up the stairs and into the newly-
appeared exit.
You should beat the record with half a minute to spare using this
method.
----------------------------------------
[7c.3] Mission A-3
----------------------------------------
_________________________
| Mission A-3 |
| Weapon Utilization Test |
|- - - - - - - - - - - - -|
| Target Time : 1'30" |
| Record Time : 1'05" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This mission is exactly the same as the C-3 mission, except you have
some more weapons and there are 4 more guards (for a grand total of 8)
to kill. Just keep the Stimulator equipped (ignore all other weapons,
they're not nearly as useful or lethal as the Stimulator is), attach
yourself to the boxes to your right, then peek out and shoot. Let go of
|R| to hide behind the crates to reload in safety. Switch sides of the
box when needed.
NOTE: The exit for the mission will appear after you kill all the
enemies. The mission does NOT automatically end, so don't stand around
and blow your record time. Watch the radar for the "Warning" message to
disappear, then run over to the bottom-left corner and wait for the
exit to appear. When it does, you'll instantly finish the mission and
stop the timer.
----------------------------------------
[7c.4] Mission A-4
----------------------------------------
_________________________
| Mission A-4 |
| Combat Technique Test |
|- - - - - - - - - - - - -|
| Target Time : 2'30" |
| Record Time : 1'28" |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
To [A]
/
_______________X___
| _ |
| | | |
| ~ |
| _ ~ _ |
| |E~~~~ ~~~~E| |
| ¯ ~ ¯ |
| ~ |
| |E| |
| ¯ X |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\¯
Start
In the first room on this mission, there are three guards on elevated
platforms. Simple enough; take them out using the Stimulator and then
exit to the next room.
_________ _________
| |___________ | |___________
| |~~~~~~~~ | | ~~~~~~~~~ |
| ¯¯¯¯¯¯¯¯ | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯
| | | | |__ ¯¯|
| | |__| ____ | |
| | ______| |_________| |
| | | < . . . E . . . > |
| | | |¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯
| | | | |¯¯¯¯¯ ^ ¯¯¯¯¯¯¯|
| | | | | . _|¯¯¯¯|^ |
| | |__| | E |___ |E |
| | ___| v | |. X - To [B]
| X | |________________| |v |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ \¯ ¯¯
From [A]
Run over to the opposite end of the room, equipping the Shotgun on the
way. Go down the stairs and turn around, taking the path by the stairs.
Stay against the wall as the VR walks over, then pop out and either
Stealth Kill him or shoot him in the back. Run over to the right and
shoot the next VR at close range, and then double back and turn right.
Repeat for the VR there, and then go through the door to the next area.
___________________
|X E |
| |
| |
| |
| E|
| |
| |
| |
| E X |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ \¯
From [B]
Here, keep the Shotgun equipped. There are three VR guards here, to
your left, forward-right, and forward-left. Turn to your left and shoot
the VR at point blank. Turn around and run over to the next guard (the
forward-right one), avoiding the red spotlight while you're at it. Kill
the VR, then quickly go and kill the last one. Once you've taken out
all three, the exit will appear (it should be just ahead of you).
If you go through this quickly, you should beat the record.
-----------------------------------------------------------------------
[7d] AAA L i c e n s e [7d]
-----------------------------------------------------------------------
----------------------------------------
[7d.1] Mission AAA-1
----------------------------------------
----------------------------------------
[7d.2] Mission AAA-2
----------------------------------------
----------------------------------------
[7d.3] Mission AAA-3
----------------------------------------
----------------------------------------
[7d.4] Mission AAA-4
----------------------------------------
=======================================================================
[ 8] M I S C E L L A N E O U S [ 8]
=======================================================================
NOT FINISHED YET
http://www.anticrimenetwork.com/
http://www.headhunterthegame.com/
http://www.sega-europe.com/
http://www.amuze.com/
=======================================================================
[ 9] F . A . Q . s [ 9]
=======================================================================
NOT FINISHED YET
Q. What is Headhunter?
Q. Where can I buy Headhunter?
Q. Where can I import Headhunter from?
Q. How much does it cost to import?
Q. How many discs is Headhunter?
Q. How hard is Headhunter?
=======================================================================
[10] C R E D I T S [10]
=======================================================================
This is the chapter in which we give credit to those who deserve it.
The Credits section is where we give credit to the authors and people
who did the actual main work on the FAQ. Special Thanx honors those who
have supported us, those we wish to thank, and those who have helped us
by submitting info and/or corrections. Thanks again to everyone here on
this list!
-----------------------------------------------------------------------
[10a] C r e d i t s [10a]
-----------------------------------------------------------------------
Chris "dreammastah" Bryant -
Came up with the idea, and co-authored the FAQ. Worked mainly on walk-
through and weapons sections (so far).
Nathan "Segaholic2" Tsui -
Co-author and editor. Did random work on the FAQ, including some writ-
ing, layout, clean-up, etc...
Jason "Double -S-" Tsui -
Assistant. Also known as "ASCII-Master". Mapped out ALL the levels, and
did most of the work on the FAQ ASCII title.
-----------------------------------------------------------------------
[10b] S p e c i a l T h a n x [10b]
-----------------------------------------------------------------------
Jesse Schexnayder
SW Tham
and greg wilcox -
These three helpful guys all sent in alternative methods for beating
Greywolf! Thanks, guys.
BoMBERamYn -
Reminded us of an item that we missed on our maps. Thanks!
=======================================================================
[11] V E R S I O N H I S T O R Y [11]
=======================================================================
This section shows how the FAQ has progressed from its previous stages.
Older FAQ versions are listed at the top, newer versions towards the
bottom. Other info such as kilobyte size (kb), when the version was
completed, what was completed, and some update notes are also included.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Version 0.1 (108 kb) - Work Completed 1:16 PM 11/17/2001
First version of this FAQ. Expect much more soon! :) Version 1.0 will
come when the Walkthrough and Boss Strategies are complete.
-ASCII title created
-Disc 1 Walkthrough almost complete
-Disc 1 Boss Strategies complete
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Version 0.2 (179 kb) - Work Completed 3:35 PM 12/26/2001
Whew, sorry readers. We had planned to release Version 0.2 about two
weeks after Version 0.1, provided we would have time to work on the
FAQ. As it is, both Chris and Nathan ended up facing some very pressing
Real Life issues, which delayed work on the FAQ until now, over a month
after the first release. Semi-large update here, with more coming soon
(hopefully).
-Disc 1 Walkthrough complete
-More Boss Strategies added
-Basics complete
-Items complete
-L.E.I.L.A. Licenses C-A complete
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Version 0.3 (200 kb) - Work Completed 10:45 AM 12/31/2001
Happy New Year, everyone. New version of the FAQ here, hitting the 200
kb mark. Woohoo! We've written almost all of the Disc 2 Walkthrough,
and here's the big news: ALL the Boss Strategies are complete. However,
we have decided that at this point, it is more important to finish the
text-based walkthrough material before mapping out the rest of the
areas (which is a very long and tedious procedure). Keep cool, y'all.
-Disc 2 Walkthrough almost complete (maps coming soon)
-Boss Strategies complete (maps coming soon)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=======================================================================
[12] C O P Y R I G H T I N F O [12]
=======================================================================
Headhunter, the Headhunter logo, and all other related characters and
titles are (c)Copyright and Trademark AMUZE.
Headhunter was developed by AMUZE, and is published by Sega Corporation
for the Dreamcast, and by Sony Computer Entertainment for the
PlayStation2.
This FAQ is Copyright (c)2001 Chris "dreammastah" Bryant and Nathan
"Segaholic2" Tsui. Chris Bryant and Nathan Tsui alone reserve the right
to make changes to or update this FAQ. Any unauthorized changes are not
approved of by Chris Bryant and Nathan Tsui and are prohibited by law.
What that basically means is that you can give it to whoever you want
as long as you do not change one letter of it and don't put your name
where ours are (a.k.a. stealing).
/##===-------------------------===##\
{ Headhunter Complete Walkthrough }
\-> by Chris Bryant & Nathan Tsui <-/
\##===-----> (c)2001 <-----===##/
\ All Rights Reserved /
\##===---------===##/