Welcome to UNITY. Now go away.
Meet Cate Archer, former thief turned superspy. Of course, she'd like to be a
superspy, except that UNITY, the top-secret British agency she works for that
tries to preserve peace across the world, won't let her do anything useful
because she's a women.
Now it looks like her time has finally come. Her country, and the world, needs
her. It needs her bad. Well, only because she's all they've got left, but that's
not the point.
This is an easy mission, set up to teach you how to operate within the world of
No One Lives Forever. But since we took the time to find all the Intelligence
Items for you, you may as well read it.
Intelligence Items Found: 16/16
Intelligence Item 1, 2: While talking to UNITY department heads (simply reply
3 - 10: During Advanced Tactics Training on the tables (you have to get them all
to keep going).
11: After Advanced Tactics on the table.
12: After Advanced Tactics: Sneaking, on the table.
13,14: On the Firing Range on the walls (where the Airweight is and the
through walls and objects" area).
15-16: In Santa's Workshop barrette training area, one on the table, the other
Get to the War Room
When the game begins, you find yourself in Unity's main hall. Save your game
and move forward. Go through the door to the left, and you'll see a sign
towards the Briefing Room. (Check out the sleeping scientist as you walk by).
From there just straight and there you are.
When you meet with your superiors, you get upbraided for being late, then get
chance to either be flippant or polite. Choose your response. Remember, you
always pay your dues. Be nice. For this you get an Intelligence Item #1. Now
watch the show.
Now listen to Greyhair insult you some more, then choose your response. Stay
to get Intelligence Item #2. Then head out to the Toy Shop.
Leave the Briefing Room, then turn left. Follow the signs to the elevator and go
Go talk to the Big Burly Guys (BBG's), who "advise" you to go through the
training course. You can skip it if you like. For those who need help getting
through it, here's what to do.
Go straight ahead to the Basic Field Tactics. Go through the door, then follow
the instructions to get through Door 1. Now you know how to use the targeting
box. "Activate Leon" - isn't that fun.
Watch the Glasses Boys, then take off to Advance Tactics Training. Go back to
elevator, then turn right. The next door on the left is the Advanced Training
Again, just follow the instructions. Grab the armor and ammo, then in the next
room get all the intelligence items #3-#10. Then go through to learn how to
arm/disarm explosives. When you go through, go through the door to the right,
make sure you pick up Intelligence Item #11 (the UNITY plans).
In the next area learn to sneak. Basically, walk and crouch. Sneak past the
guy, then sneak past the second by staying on the carpet. The third guy isn't
hard either - just take quick "peeks" (there's no leaning in the game, so just
strafe past a corner and dart back). Wait until his back is turned to get by.
When you go to leave the Sneaking area, check the tables - there's an
Intelligence Item #12 (the envelope) that needs to be grabbed.
In the next sequence, use your flashlight to get through the dark (just hit L).
Go get through, go past the yellow light and turn left. Then turn right and
follow the hallway. Don't shine your flashlight on the scientist, or you'll have
to start over. Keep going forward and left of the scientists to get out.
The next task is to get to Firing Range. (Listen to the scientists talk before
going in - loads of fun.) Get inside, grab some guns, and blow stuff up. Pick
your weapon - the Airweight Revolver can't be silenced. After you hit the button
just hit the four targets as they pop up.
Petri .38 Airweight Revolver - can't take a silencer, but works well.
Shepherd Arms P38 9mm - It can take the silencer, something that will come in
Hampton Carbine - A truly "silent" gun. Not as lethal as a rifle, but it hits
hard without a noise.
Once you're done just select "none" and go through the Exit.
You're now in another firing range (check the walls for Intelligence Item #13
#14 in both firing rooms).
Here's a nice thing you learn - don't kill innocents - if you do, the missions
over. And its over if three or more innocents are killed in the mission. So you
can't just run around like a psychopath. (Yes, I know how much that hurts some
you.) After getting through the sniper area (if you've got a wheel mouse, it
makes this very easy), make sure your weapon is holstered before seeing the
Last place to go - Santa's Workshop. Go through and to the left. Otherwise known
as Gadget Lab. Go into Cage 1 and pick the locks with the barrette, and make
you grab Intelligence Items #15 and #16 on the table and the wall. Activate
Option 2 (Hit the Option 2 key, then "Fire" to activate the second option).
Once you've gone through, just head to the Exit. Time to put those skills to
Deaf, Blind, and certainly Dumb.
Ah, finally out on your first important mission. Looks like life isn't good
Morris Monroe - he's been marked for death (wasn't that a Steven Seagal movie?),
he's nearsighted and death - and the only thing that'll keep him alive is Cate's
deadly aim to pick off assassins. All you've got to do it sit in a building, and
if it looks likely to H.A.R.M. the ambassador (I kill me), take the bugger out.
Nov. 20, 2000 21:00 MST: After a lengthy cold, TysonM submitted an update that
reveals another Intelligence Item between the vending machines.
Intelligence Items Found: 6
1: On the table in the first sniping room.
2: The envelope on the wooden railing in the first courtyard area.
3: In room 12 under the dresser.
4-5: In the mailbox next to the blue door (after Morris Gallery #2).
6: This is really hard. In the courtyard, there's an open window. Face it, and
then go right and jump onto the wooden railing. Run into the wall towards the
window - you should skirt along the wall edge to the open windowsill, then get
inside. Very hard, but there's that intelligence piece inside.
7: TysonM submitted an updatethat reveals another a tiny roll of film between
I choose the 9mm over the Revolver, in the off chance that I found a silencer.
You have to take the Carbine, so deal with it. The other items are pretty much
mandatory as well. If you choose the 9mm you also get the silencer. You should
ready to go.
Did you ever see a Duck Gallery? One of those devices with little ducks moving
back and forth that you had to shoot with a BB gun to knock them down? You get
do the same thing here, only its to evil H.A.R.M. agents out to take out
Listen to Bruno to learn more about the traitor situation, and remember that
Monroe is going to be on the second level. Then choose from a series of
to give to Bruno. Have him call out the targets for you if you want it easy,
otherwise use the bottom option for a real challenge (you'll have to hit just
about everybody the first time).
From here, if it looks like a bad guy with a gun, shoot it. Stay cool and keep
scanning the buildings between shots.
Good - that's over. Now you have to get to Apartment 12 and wait for orders.
Before leaving, grab Intelligence Item #1 on the table, then the ammo in the
Leave the room and go down the hallway. Ignore the doors - they're locked
(including the one where the gentleman has locked himself out). Open the door at
the end of the hall, and listen in on the two guys below if you like. Even
better, if you follow the platform you'll find Intelligence Item #2 (the
envelope). Hey - its about you!
When you're done, go down the stairs. There's some armor close to the tree. Grab
it for protection. (Though it you're already at 100 armor, you can't get it).
Open the brown door - to get to Apartment 12, go right. When you get in,
Bruno tells you that Morris is almost there. Grab Intelligence Item #3 under the
dresser, then whip out the Carbine and get to the window. Start shooting the bad
guys some more - once they're dead, Bruno gives his congratulations and reminds
you to "check the mail before you go".
The good news is that Morris gets away (though clueless about how close to death
he came). The bad news is that there's 6 thugs coming after you. Not a happy
thing. Get to the right behind the dresser, since the thugs can shoot through
slats. It makes you harder to hit from there. Whip out the 9mm and tag them in
the head as they come in, or pop up and down to shoot through the slats.
Once they're dead, go through the door. Sneak down the hallway. You'll see the
next one up the stairs and two behind the tree - I'd use the Carbine on them.
Once they're gone, check the mailboxes next to the doors for Intelligence Items
This is really hard. In the courtyard, there's an open window. Face it, and then
go right and jump onto the wooden railing. Run into the wall towards the window
you should skirt along the wall edge to the open windowsill, then get inside.
Very hard, but there's that Intelligence Item #6 inside.
Before you go, check between the vending machines - TysonM submitted an update
that reveals another Intelligence Item between the vending machines.
Once you've got all you wanted, go through the blue doors to go to Scene 2.
Baboons, Bruno and Bombs
With Ambassador Monroe safely away, you know have to get yourself out of harms
way. And standing in your way is a ton of thugs with nice, neat little guns,
hoping that by killing you they'll get a raise (so they can buy their wives new
houses. The thief market is very hard these days).
So your goal here is to find Bruno in the main lobby. Oh, and don't die along
way. And try not to upset the tourists if you can avoid it.
Intelligence Items Found: 12
7: In front of the Avis sign around the monkey folks.
8: To the right of the arguing couple is a locked door. Inside is the briefcase
9: Inside room 101 under the bed (you'll see a French Maid).
10: On the second floor past where the Red Coat and the other thug talk about
(the whole "you're eyes will be ripped out" scene), jump onto the balcony
railing, turn right and open the window to get inside. (It's room 201).
11: In room 204 next to the television.
12: At the bar with the drunken businessman in the green suit.
13: On the counter with the travel agent giving out brochures.
14: In the open area with the tourists.
15: On top of the ice machine (close to where the thug had to pee).
16: In the briefcase at the locked door convention area.
17: On the table (envelope) at the locked door convention area.
18: On the table in the patio around the flirty thugs.
19: The note hanging on the wall with Bruno.
Straight to Bruno
Look like Baldy is planning a trap. Sneak by the Monkey Man and the Thug.
Intelligence Item #7 is up next to the barred gates - pick them open with the
barrette. Don't worry about the Monkey Thug - he never turns to face you. Then
change the barrette to poison mode - sneak up behind the next thug, but make
the guy on the balcony can't see you, or else he'll open fire. You can tell when
Balcony Boy is coming when you hear the door open and close. Hit the thug with
the poison barrette, then sneak by. If you go to the left of the door, Balcony
Boy won't see you. Listen close at the door - a thug likes to walk by. I found
best to open it, then walk through to trigger him. He'll stand to the left of
door - when you hear him walk away, sneak around and take him out quietly.
there's another guard who patrols from the right path. Get rid of him as well.
If you go to the right path, you'll find a locked door. Pick open the lock.
Inside is Intelligence Item #8. Follow the right path until you come to room
and look for Intelligence Item #9 under the bed. (BTW: a French maid... in
Morocco, Spain? What?) There's also some armor in room 103 if you need it.
If you keep following the path you'll see a sign that reads Toilette. You'll see
a lady who's had her coin stolen by a machine (Mosley and dimes, this lady in
machine - seems that coins are a problem here.).
At the top of the stairs are two guys talking about you. My, but you're
popular! When they're done talking, sneak up behind the man in the red coat and
give him a hair styling. Follow the hallway, but be cautious of the next thug
just right around the corner. Wait until he passes by, then go to the left and
get the thug on the balcony. Once you get him, hurry back where you saw the Red
Coat guy, then wait for your friend to go back around again. The best way to get
him is wait for him to go by, then go strait past the hallway to the balcony,
then turn left - there's a door here that leads back to the balcony. When he
turns his back to you, take him out. Yup, making balconies safe for all people.
Jump onto the balcony railing, then go to the right. Open the window for
Intelligence Item #10 on the dresser. Open the door and you'll find you were in
Once the balcony folks are out, open door #203 - there's some armor in there.
Then run down the hallway to room #204 to find Intelligence Item #11 (the
envelope). Open the far door - another thug down this hallway. Wait 'till his
back is turned so you can do his hair (aka use the poison barrette). Go down the
hallway where he was until you reach an outside bar. On the bar table is
Intelligence Item #12.
Be careful while moving down past the bar - there's another thug waiting there.
There's also a couple of guys up in the tower. You'll need to take out the
Carbine with that one. Take him out from the back, then get the guy in the left
tower first (since you'll be far enough away he won't see you). Hide back behind
the wall - another thug comes out running (seems that silencer doesn't work all
that well). Tag him when you get a chance.
At the other end of the courtyard to the right is a Red Coat talking to a ticket
agent. Wait until he's done talking - he'll take up post to the entrance to the
next area. I found it best to throw a coin past him, then while he walks away,
hit him in the back of the head with the Carbine. The other option is to sneak
around to the left and hide behind the sign, then get him with the poison dart
from behind. Then go to the ticket lady's desk for Intelligence Item #13.
Sneak around the corner, and get the other Red Coat. Talk to the folks on
right hand side. In front of the guy with the blue shirt is Intelligence Item
#14. Around the next corner are another pair of thugs (and one who has a bladder
problem...). Wait for them. Get through the right side and barrette the Red
then go to the left to get his bladder problem friend. On top of the ice machine
is Intelligence Item #15 (the briefcase).
Down the path to the right are two more thugs - a Red Coat and a regular White
Coat. I used the old Carbine on them. I've also noticed that sometimes just one
guy is on the floor level, while the other two will hang out on the balcony
above, so keep you eyes open. It is possible to get all the thugs
without "alarming" the innocents - just keep a pillar between you and the
innocents when you're shooting your Carbine, and they won't notice a thing. On
the table past them is Intelligence Item #16. There's also some armor behind the
two travelers next to the suitcases. Behind it all is Intelligence Item #17
Go to the hallway (you'll see a woman in pink to the right). If you talk to her
she mentions some "goons in the hall". Talk to her three times, and she'll go
distract the thugs for you. Go around through the outside patio and through the
far door. Make sure you grab the Intelligence Item #18 on the table.
Go down the hallway, but keep an ear out for footsteps. At the end to the right
are two more thugs - one standing still, the other wandering about. You can get
both of them with the poison hairpiece if you want - and its best that way so
flirting guards won't detect you. Where the hallway goes to the right there's
Keep going straight, then down the stairs. Look, its Bruno! Run to him, Cate!
Run to him! All right then, walk to him, Cate!
NOTE: If you look at Bruno's "dead body", you'll notice he's...blinking?
Technical flaw or plot device?
NOTE: I've found the position of the bombs and guards is somewhat random. This
a general outline where you can find the bombs and thugs - if you've found them
somewhere else, let me know.
Bummer. This isn't good - not only do you have your own hide to worry about, but
everybody else's. Load up the 9mm and get running. Around where Bruno was
assassinated is a note hanging on the wall (Intelligence Item #19). Get back up
the steps and take out the two thugs, then disarm Bomb #1 (just walk up and
it). Retrace your steps back down the hallway, where another two Red Coats
waiting for you with Bomb #2. Down the steps and two the left are another two
thugs. They were planting Bomb #3. Go back inside and down the right corridor.
To your left are two thugs shooting an innocent. Kill them quick, and he'll run
to freedom. The next part is trickier to keep the innocent alive - up the steps
to the right, two thugs at the end of the hall are attacking another innocent.
Try this: get to the stairs, then load up the turbine and turn on the zoom.
Strafe to the left, and tag the thugs in the head before they can finish killing
the woman. It's not easy, but it can be done.
Go towards the woman you just saved, and two the left are two thugs. But its
weird - if you shoot at them, they take the long way around. Take advantage of
the AI script and shoot them as they emerge behind you, then disarm Bomb #4 next
to the telephone.
Back in the courtyard is another hostage situation - I'd recommend the 9mm to
their attention. To the left of him are three more thugs. Carbine sniping works
well. Then rush forward to get Bomb #5.
Go up the steps and back to the balcony, where two thugs are trying to kill some
poor guy (sometimes they'll be on the first floor harassing the Coin Lady). Get
rid of them, and you'll enter Scene 3.
Cate Archer in...Escape from Morocco!
Come on down to Morocco. See the sights. Smell the streets. Run in terror from
red-capped thugs trying to blow you lovely head off. And while you're at it, try
and find Volkov.
Intelligence Items Found: 11
20: Straight ahead next to the armor.
21: On the second floor of the first building, next to the plant.
22: Next to the telephone up the ramp next to the guy who shouts out that he
23: On the second floor down the hall from #21 on the floor.
24-25: On the second floor next to the fruit stand, under the tables.
26: Past the monkey talking people, on the floor (you'll trip right over it,
27-28: In the cargo room (behind the blue door, where three thugs are hiding).
29: Under the bridge water, next to some ammo.
30: Be nice to the captured thug at the end of the mission (or torture him three
times straight...) and you'll another intelligence piece.
None known, though I expect there may be some more Intelligence Items to be
found. Or a Mine Detector (see Scene 4).
Volkov is trying to get away - don't let it happen. Hide behind the large jars
and take out the three thugs shooting at you. Go straight ahead, grabbing the
suit of armor and Intelligence Item #20. As you get follow the steps down,
notice up and two your left some thugs standing up on the buildings. Another two
thugs are on the ground level, but line up nice for your Carbine. Wait another
seconds for another thug before going on.
When you get to the buildings, take the path to the right - you'll find some
folks below going over that stupid monkey. Kneeling on a walkway behind some
grills is another thug. Try to kill him in one shot. His friend down with him
run up the stairs after you, and another thug from the balcony above might take
few pot shots. Note that sometimes the thugs may be elsewhere, so just look
Keep heading to the right. A merchant will ask what's going on as you pass by.
past him over the wooden slats. When you reach the T intersection you'll find
things - Intelligence Item #21, and another thug. Down the steps to the left is
another thug in white. You can tag him with the Carbine, and his friends close
won't complain. Just be careful while rounding the corner - one's up in the
balcony above while the other's on ground level.
Down the hallway to the right are another three thugs, and one has the sense to
throw up a table between you (if he sees you). You can get most of them without
Follow the path to a pair of blue doors. Be careful - agents are waiting for
I found the Airweight good for a quick head shot. Grab Intelligence Item #22 and
the armor before going on. Watch out for the guy hiding to your right. He's
standing next to Intelligence Item #23. Follow the next set of doors out.
a guard walking around up here. The Hairpiece of Death took him out quietly.
in the streets below is a thug, while another thug stands on the balcony to your
left. Another guy is hanging out under the eaves down to the left as well.
This is where I learned that Cate can swim. Walk up to the railing where you
can see water, and jump on in. Follow the water, popping up for air until you
find a Unity ammo box with Intelligence Item #24 next to it. Head back and jump
out of the water and find the armor to your left at the fruit stand (that's
I always leave armor). Go up the steps where you see the broken wooden bridge
with the blue car beyond.
Don't go towards it yet. Go all the way back to the monkey-trading folks, back
where you practically began. This time, we're going to head towards where those
three thugs came from. Follow it past the trader and to the right, then turn
into the building. There will be some ramps along the left path to go up. You
should see a sign at says "Telephones" at the top. Check the plants to find
Intelligence Item #25. There's a guy standing next to the telephone, and behind
him is Intelligence Item #26. Move past him down the hall to the right.
There's Intelligence Item #27 on the floor down this path. Step out onto the
platform and jump onto the railing to your left. There's another fruit stand
armor (what's with these people?) and Intelligence Item #28 on the ground under
the table, and Intelligence Item #29 under the other table. The fastest way back
to the streets is by jumping down the cloth eaves.
Go back to the blue car past the broken bridge, and the scene ends with you
and a delirious thug. You'll have the choice of questioning him or not. If you
take him in, you'll have another choice of either torturing him or being nice.
Since Cate seems like a nice person, I tried being nice once. If you ask him
three times, he'll give you a Intelligence Item #30 (to prove how tight he and
Volkov are). Torturing him has the same effect, but I'm just not into S&M.
Problem is, Mosely gets killed, but at least you have goal: Find the Smuggler's
Hideout. Go directly to Scene 4.
At least the dumb one's dead
The good news is that Monroe's dead. That bad news? Monroe's dead. But what do
you care - you're out to get Volkov for killing your father figure Bruno. That,
and because he's the Bad GuyTM. And he dresses funny.
Intelligence Items Found: 8
31: Under the tent by the ruins (where one of the cars pull up).
32: Tacked to the fence by the mine field.
33: Down in the well, under the water before the entrance to the building.
34: In the first courtyard, on top of the boxes (sometimes in one of the side
35: Up the first flight of stairs past the first courtyard (the briefcase next
the chair propped by the Playstation 2's).
36: Next to the power generator, on top of the crates.
37: To the left of the two guards is a letter on the balcony.
38: Next to the van in the mine field.
There's a total of 41 Intelligence Items to be found, and we're obviously short
by 3 (if you include the Van). We've posted a method to get to the van without
the Mine Detector below.
The Wellspring of Happiness
The first thing you'll notice are two thugs dead ahead. Tag them from afar, then
get under the tents to find some ammo. Don't worry about the car. It's empty.
Just move past it.
Move into the ruins. You'll see a tent up ahead with three thugs - two close
to a tent, the other hidden in the ruins. When you get closer a car pulls up.
Inside is a thug with super-telescopic vision who can spot you from a mile away
but if you hit the car with the Carbine, it blows up in a really, really cool
(and sometimes the guy shooting at you from behind it does it himself). Just
them all out with the Carbine. Then get inside the tent for Intelligence Piece
#31, then keep going past the ruins. (Grab the armor if you feel you need it.)
Move deeper into the ravine. Up ahead you'll see an abandoned van behind an old
fence. Grab Intelligence Item #32 on the fencepost - looks like the area where
the van is a minefield and another Intelligence Item, and you'll need a Mine
Detector to get through. Just leave it alone for now. Trust me, I tried. Keep
following the ravine. UPDATE: This just in from good buddy Chris McMahon on how
to get past the minefield without the Mine Detector. Here's his words:
You mentioned you couldn't reach van in minefield, but actually you can. If you
hug the rock face on the left side until you face the front of the van (you will
set off one mine, but it does no damage to you), then walk to the van you will
ok. There is a line that separates 2 textures that I followed from the rock face
to the van. Just reverse path to get out.
When you reach the building, you receive a new objective. Reach the shore
alive. That's comforting. Now obviously we can't go through the front door. So
we'll just get in through the abandoned well. (Yeah, I've never seen that done
before either.) Jump on in. Follow the river to the building entrance, and watch
out for the guard (good thing your 9mm works underwater). Before coming out,
check out Intelligence Item #33 (the envelope) under the water. Beware of the
other guard. When you get out, you can grab their Hampton MPL 9mm SMG (small
machine gun). Nice little tool. Problem is its way too loud, so let's not use it
Move into the building. Follow the hallway up the stairs, watching out for the
guard. Take him out and move on. Past him is a T intersection with a door on
left. On top of one of the crates (AGGGHHH! Crates!) is a briefcase with
Intelligence Item #34 (this sometimes likes to move into the two rooms to your
right and left in the courtyard). Go back inside the building and keep going up
the stairs - you'll hear the guards talking to each other. Step around the glass
bottle on the floor backwards very slowly. Look up - there's a guard right
Tag him in the head quietly. Turn around, and you'll see the other guard before
you. Get him too. Grab the briefcase next to the chair propped by Playstation
for Intelligence Item #35.
Go up the stairs and down the hallway. There's a guard in the corridor down
below. Take him out quietly if you can, then keep going down the hall. There's
another thug who comes up the same hallway your in. I'd recommend staying out of
site, then using the Carbine from a distance. Unless you're really, really cool.
When you reach the next hallway intersection, listen to the talking thugs.
like there's a ship out there docked on the shore they don't recognize. Hm. I
wonder if that's for you. Leave them alone and go left down the stairs. Grab
Intelligence Item #36 to the right of the computer looking thing (another item
that likes to move - check on top of the crates to your left if necessary), then
open the chain link door.
If you already killed the guard from above, then you'll have no problems going
in. Turn left through the hallway and listen to the guards. Take them both out
while they're chatting, then walk to the gate. You'll see another guard walking
along the wall - you should be able to snipe him between the wooden slats. Turn
around, and to your left next to the tree should be Intelligence Item #37
another random moving Intelligence Item. Look around.).
Go down the hallway the thugs were talking in front of. Follow it to the
courtyard. There's a guard patrolling off in the distance - you could snipe the
guy standing on the platform in the distance. But leave him alone and pick the
lock on the door to your left. Inside is some ammo and armor.
Turn around and you'll see three doors - on you've already gone through (in the
center), with two on either side you haven't. Leave the one on your right alone
its just got a guard inside who doesn't have anything useful. The same is true
the door on the left. (Though, at times the Intelligence Item on top of the
crates likes to move into one of these side rooms).
Go back to the last room you were in, and right before the machinery and the
ladder heading up, go right. You'll see a fountain, and a thug guarding another
courtyard. Take out the thug with some hair-poisen, then go to the left. The
entrance here is a little tricky, as there's a guard standing to your left as
walk in. The only way I could find to take care of him (as he's the only man in
the building who ignores coins, but the guys down the hall to your right have
ears that can hear a 9mm silenced gun from 50 years away, I had to sneak along
the right side of the entrance, and use the Carbine on him - it was the only
thing quiet enough.
Very quietly hug the left wall and go inside. When you get to the other side of
the room, get into position to see the guard in the right room. Tag him from a
distance and go through the right door very quietly. Take out the next two
and step onto the balcony.
Mission over. Good job, Operative.
Welcome Back. Loser.
It's not enough for these folks that you single-handedly avoided death and took
out almost an entire army of H.A.R.M. agents. Nope, because Bruno got killed and
so did that idiot Morris, you're held as this week's "Stupid Agent of the
Go find out what's happening.
Intelligence Items Found: 2
1: Be nice to arching eyebrow boy.
2: In Advance Tactics, when using the glasses for the first time.
Not a lot to write about here. Your award for getting through in one piece is
to hear that Bruno is accused of being the traitor? Oh, yeah, that make total
sense. But that's besides the point. You've got a doozy of a mission coming up
ahead - German bio-scientists working for the Soviets who wants to defect,
of betrayal, and you get to blow stuff up with your lipstick. All in good form.
The first thing to do is to get to the briefing room. Once again, be nice to
gather Intelligence #1. Pay attention to the mission, and don't forget your
objectives: set the explosives, and take pictures of documents in the library.
Then head to the Advance Tactics area to learn how to use your newest toys.
You'll get Intelligence Item #2 when you use the glasses for the first time. I
didn't notice any other Intelligence Items in this area.
Gott in Himmel
I speak terrible German, so if the above line is wrong, then feel free to call
me a flaming Sheisskoff. Until then, you're job is to find the other UNITY
and piece together the message. And don't let the guards catch you doing it.
would be bad.
Intelligence Items Found: 2
1: Next to the telephone where you recieve Tip #2.
2: Inside the security shed (where you have to lure the guard out with the
Talk to the Agents
Welcome to Berlin! Of course, this is 1960's Berlin, which means that the
have quite a bit of sway here (read: total sway). You've got to find all the
other agents and put together the pieces they give you.
Start off by talking to the guy in the trenchcoat. After a quick interchange,
he'll give you the first piece of information: "The Entrance is Hidden", or a
physical item. (He'll also stand to the left next to the doors). Right
you'll hear a phone ring. The phone is ahead and to the left (you'll hear it get
louder the closer you get). In the Basement. While you're in there, grab
Intelligence Item #1, right next to the phone.
Go inside the hotel (right behind the woman in the blue dress). Go inside and
press button #205. Another exchange, and you'll get to go upstairs. Get inside
the elevator and go on up. Knock on the door to room 205, and they'll slid
something for you under the door. It reads "Of the library". Now go to the
Go back downstairs, and straight out of the hotel down the alley and to your
left. You bar contact is rather obvious - nothing says "Secret Agent" like a
trenchcoat. He says "Behind the shelf".
You've got the code - you'll find what you're looking for in the library behind
the shelf. But to get there, you have to bribe the guard. You have to get inside
the guard area without being detected - wait until the camera looks away from
before opening the door. Talk to the guard to be told to locate the inner
controls and get through the gate.
Sneak past the camera again through the gate. The first thing you see to your
left are two guards talking, and a camera above them. Hide behind the garbage
cans and wait for them to finish. When they walk away, one of the guards will
walk in front of you. Tag them in the head while the camera's looking away, then
sneak around to hide behind the truck. Wait until the other guy is in range,
take him out too (make sure the camera is looking away). From the guards you get
an AK-47 assault rifle. Too loud, but a good weapon for a firefight.
Turn around and look at the chain link fence - there's a locked door protected
another camera. Pick the lock and open up while staying out of the way of the
lens. You can open the door without fear. Once its open, go on down. Follow the
waterway to another locked door and pick it. Follow it until you see a ladder
leading up. Go up, but keep an ear out for footsteps. This isn't easy, but it
can be done without setting off the alarm. Get to the guard house on your left.
Stand away from the door and open it. (If you stand right behind the door the
guard will turn and see you). Now throw a coin onto the sidewalk, but not too
close to the building. When he comes out and goes past you, take him out
Now just go inside the guardhouse (watch out for the camera), flip the switch,
and you can get inside.
Here's another fun challenge. Go to the other building, and stand next to the
door. Listen to the footsteps. When they grow loud (showing that the guard is
close), wait, then when he walks away open the door. Throw a coin far to the
beyond the room divider. His friend and him will check it out. When they cross
the divider, shoot them with the 9mm before they can react. If you do this
the camera won't see their dead bodies, and you can get inside. I didn't find
anything inside, but those are two less gaurds you'll have to deal with.
Get back into the sewer and head back, then sneak past the cameras to get to the
other side of the guard house. This next part isn't too hard. Take out the 9mm
and line it up very carefully. Take out the guards in the towers first (thereby
stopping the searchlight moving), then get rid of the guard walking along the
ground. He may have a friend who looks around for what happens, but if you're a
very careful shot, you should be able to tag him as well without causing a
There might be one more guard, but he's as lazy as the rest. To your left is
another spotlight tower with a guard on top, as well as a guard walking about.
Take them both out as quietly with the 9mm as possible. When you go past the
entrance the dogs will go nuts. Just ignore them and take out the other guy in
Go towards the window with the soldier standing. You can shoot through the
and take him out with one shot (just watch your timing - there's a camera in
there). There's also a guard to the left behind the chain link fence who might
see you, so exercise caution.
Get inside the building (and be very careful of the camera) and go into the next
room. Hit the switch to turn off the camera system (all cameras are turned off -
thank goodness!), and then go back out to find Intelligence Item #2. Take the
outside door and take out the two guards to your right. Now its just a matter of
playing "Hide from the Spotlight" - not too hard. I simply decided to take them
out with the 9mm before moving on. Walk on through the entrance, and you're
through with Scene 1.
Now that your inside, you have to get your distraction ready. And what
says "Distraction" like bombs placed next to fuel containers? Find the three
bombs already placed, hit the timer, adn move on through.
Intelligence Items Found: 9
3: Hanging on the wall where you first arrive.
4: In the first building, in the room past the guards talking about Poor
5: The film reel up the stairs in the large storage room.
6: Next to Bomb #2 (in the large storage room).
7: Under the swimsuit calendar in the kitchen.
8: Inside the library building, up the stairs on the table.
9 and 10: Taking a picture of the books in the library.
11: On top of a cardboard box next the secret door exit.
Find the Bombs
The first thing you see to your left is Intelligence Item #3 hanging on the
wall. Get to those cardboard boxes to hide from the wandering guard. I parted
hair to the left (well, except that he's bald) to that he went down quietly.
Follow the buildings to the right to where you see a camera looking over a brown
truck. (The most protected brown truck in all of Germany). The truck also gets
its own guard. It's best to hide behind the tree, wait until the guard gets
(and thus out of camera site), then tag him.
Go into the building on your left (from the entrance). Listen to the guards
When they're finished, one of them walks out and stands before the filing
cabinet. Take him out quietly (I prefer the 9mm). Then go in after his wandering
friend. If you wait until he's far back into the room, you can shoot him through
the glass without the camera catching him. The camera is to the far right side
you face the window. Wait until it looks away, then sneak your way in using the
boxes as cover. Move past it.
There's a hallway with some lockers back here. There's also two guards at the
of the hallway. It is possible to do this without setting off the alarms. Throw
coin against the lockers and hide behind the corner. Odds are two guards will
come looking - wait until you've heard a second "Oh, its nothing" (or some other
dismissal noise), then wait a few seconds, then come out and take out the guard.
Do it again and you'll have taken out both of the guards.
Get to the end of the hallway, and go left (watch out for the camera).
Intelligence Item #4 is inside this room. Go back to the hallway and stand
underneath the camera. In the distance you'll see a guard; if you've got a real
sensitive mouse, you should be able to take him out. From there its a matter of
sneaking back down the hallway into the storage area. (Not easy, but it can be
done - just make sure the camera is looking towards the room where you found
Intelligence Item #4 before sprinting down the hallway).
Get to the end of the boxes and throw a coin to attract a guard. It's a little
tricky here, as you want to get the guard far enough away from the camera and
friend at the window to get him out of the way. Throw another coin to get the
behind the window, and you'll be good to go. Sneak past the camera to the
opposite door, up the stairs, and to Intelligence Item #5 (the reel). Get back
downstairs, then hide behind the barrels to find Bomb #1.
Go outside via the large double doors behind the barrels. To your left is the
camera guarded truck. Sneak past the camera to the other side of the truck.
There's a gate there with a lock on it; pick your way through and hop up the
boxes (why can't I ever just climb up the boxes? Why must I always hop up?) and
look right and kill the guard. Hop over to get Intelligence Item #6. Down on the
ground is also Bomb #2.
The easiest thing to do now is to go back through the window and around to the
brown truck. Open the door and go down the stairs - there will be a chain length
fence leading into a generator room. Take out the two gaurds (you can shoot them
through the fence) then go on in. When you go in, look to the right where you'll
see some stairs and a camera. Wait until the guard is under the camera before
shooting him - it will keep the camera from spotting his body. Then wait until
the camera to swing away, then activate Bomb #3.
Shoot the Library
With that, one of your main objectives are complete. Follow the rest of this
guide to find more Intelligence Items if you desire. Get up the stairs and past
the camera. When you open the door you'll find a truck, camera, and two guards.
Get the guard the farthest away from the camera first, then use a coin to lure
his friend into your sights.
Once their out of the way, shoot into the window, then jump onto the boxes to
climb into the storage shed. Go through the door and you should find yourself in
a bunker room. Hide behind the door, and wait for the guard to walk away towards
the kitchen before taking him out. When you exit, there's another camera
to beware of.
Avoid the camera to get into the kitchen; under the swimsuit calendar is
Intelligence Item #7.
Sneak past the camera and go to the left to find yourself in a nice, big, open
area. Take out the guard when he's closer to you (so the camera can't see him).
Get under the camera (you can sneak around it from the right side) and open the
door. This next part is a little tricky. You have to kill the guard when he's
very close to the camera in the corner to the right. Then sneak past the camera
to go into the door on your left, then kill the guard on your right.
Ignore the doors for now. Follow the hall and go up the stairs to take out the
next door guards. Intelligence Item #8 is sitting on the table. Now go back
downstairs and open the doors (put on your sunglasses). Time the cameras, then
get inside and take a picture the open books on the tables. You only need two
books which are also Intelligence Items #9 and #10.
Find your contact
That should be it. Go back to the main room with the camera and past it into
another hallway. At the end of the hallway is a guard. Kill them, then go
downstairs. Outside the door you'll find your next target. Use your lighter on
him to meet Werner von Haught. Reply with "Sorry" to be nice, and he'll give you
the disguise you need and papers to match.
Guards and secrutity cameras are still a problem, but the staff shouldn't be.
back in building, through the metal down, and down into the basement. Use the
door there to get inside. On top of the cardboard box you'll find an envelope
Intelligence Item #11. Use the shelf with the missing board to open the secret
Finding the good doctor
All right, the distraction is ready, the stage is set. Now you just need to find
the good Dr. Shenker and get out of here.
Intelligence Items Found: 9
#12: In front of the nurse in the main lobby.
#13: In the first room with the doctor.
#14: On the bench at the lockers next to the guard standing against the wall.
#15: The blueprint in the room with the scientists talking about the atomized
#16: On the table in the records room when you first exit the elevator.
#17: In the room with the scientists next to the guard on the stairs.
#18: In the green radiation room.
#19: On the counter in the room across from Dr. Shenker's.
#20: In the cafeteria.
Missing four items from the mission. If you know where they are, give a hollar.
To the Doctor
The staff will ignore you, but guards and cameras won't. That would be fine
except that friggin' everybody's a guard. In fact, the first thing you see are a
couple of guards and a camera. At least the guards are distracted asking each
other what they want to drink.
Sneak past the camera and cap the guard after the other goes to get the drink.
Then go stand behind the nurse and take a picture of the book she's reading to
find Intelligence Item #12.
Get down the hallway - you'll see a guard walking about. Don't shoot him. The
doctor close by will simply get upset. Instead sneak past the guard into the
with the doctor, and grab Intelligence Item #13 off the shelf. Now get back into
the hallway and go behind the guard. When you're far enough down the hall, cap
him - you should be far enough away nobody will notice. Keep going down the
hall. You'll see a white coat and a guard standing in front of...something.
a distance they look like condom machines). Go down one more hallway and you'll
see a guard resting on the wall with his back to you. Get him with the barette,
then grab Intelligence Item #14 off the bench.
Get back to the intersection. Go down the hall just to the point you hear the
scientists talk about reconsitituting someone with heavy water, then drop back
out of the way. There's a guard wandering about here; when the scientists are
done talking, they'll part ways, and you'll be free to kill the guard when he
stands before the window (since he'll be far enough from the camera, and the
scientist doesn't turn around if he doesn't have to.)
Move past the scientists and in the room to the right before the camera is
Intelligence Item #15. Go past the camera, and you'll find a metal door that
opens up. Before going through, kill the guard to your right. To the right are
two scientists doing experiments. If you had a code breaker you could go down
see the goat, but you don't. So go back where you killed the guard, use the
keypad, and head on down. (Wait until the door closes).
Go to the left of the column while the guards talk about their missing friend.
Wait until they walk away, then head left where you can see the camera. (But
Intelligence Item #16 off the table first). The camera's range isn't that great,
so just get into position, wait until the guard wanders to the end of the hall,
then cap him. Now look left. When the patrolling guard comes your way and starts
walking off, tag him while his back is turned.
Head down the hallway to the left, and avoid the camera. To your left is a
scientists room, but first go ahead just a little more to take out the guard on
the staircase. Now go see the scientist and grab Intelligence Item #17.
Go up the stairs (watch out for the camera). Inside the green glowing room is
Intelligence Item #18 on the floor. Continue down the hallway (get rid of the
guard) and take the first right. This next part will take some work. You have to
get inside the classroom and sneak past the camera, then shoot the wandering
guard when he goes inside. The other option is to wait until he walks out of the
classroom, rush inside, then tag him when he's at the end of the hallway.
If you go down the hallway and to the right, you'll find Dr. Shenker. Naturally,
you'd like to sneak around and find some more items first, so go left. Go to the
left first and grab Intelligence Item #19 off the counter.
Get back to the hallway, past the camera where you'll be overlooking the
room you entered from. Turn right and follow the hall into a cafetaria area.
Intelligence Item #20 is on the counter. Sneak past the camera and to the left
into the kitchen. The guard has his back to you, so get him silently.
That should be good enough. Get back to Dr. Shenker, and have your AK-47 ready.
You'll need it when those four guards show up. Take them out, then head down the
hallway, taking out the guards. I recommend the corner approach - stay behind a
corner where you've got cover, and mow down the guards as they approach. Go left
down the stairs. If Herr Doctor gets scared, lower your weapon and "talk" to him
to get him to follow you again.
You're target is the door with the No Person sign next to it. Once you're
outside, watch the dancers and fireworks.
Cause I'm a leavin...On a Jet Plane
Ah, finally, a successful mission. You got Dr. Shenker out in one piece, you
got pictures of the intelligence you needed, and you're in a great plane flying
back to UNITY headquarters. Home free and safe.
Ah, crap. Terrorists are boarding. Go take care of them.
Go with the AK-47 - with its extra magazine clips, it will come in handy. Then
grab the barrette, sunglasses, and coins.
Intelligence Items Found: 3
Items found: 3
1: While talking to Dr. Shenker, ask "How is this possible".
2: In the storage area.
3: In the bathroom.
While talking to Dr. Shenker, ask "How is such a thing possible? Intelligence
Item #1." You'll hear the disturbance afterwards.
Get up and look around. As soon as you get out, pull out the old 9mm. Go left,
and take the first door you see. Inside is an Evil Parachuter (we'll call them
EP's from now on). Take him out, then his other friends while he arrives. Grab
Intelligence Item #2, then go back the other way. Work your way past the EP's
(I find the corner technique is good- use the corner to block 80% of your body,
then shoot them as they their heads to pop up) through the coach area. Inside
bathroom to the left grab Intelligence Item #3. When you get to the next seated
area, you'll find the chairs have blocked the opening. In the center of the room
are two handles. Pull up to open a crawlspace, and go on through.
Here's a trick: when you get to the other side, close the panel under you, then
slide back and forth. The wall will give you cover to shoot the guards up ahead.
Another good idea is to shoot directly at the brown curtain. They like to hide
behind it, and your bullets go right through.
Up ahead is some armor if you need it. I'd recommend taking out the guard at the
ladder first (because you can't go over 100 armor, and he'll probably get some
shots off of you). Get into the cockpit, and find your next objective.
Thank God for the Scots
A terrorist with morals. Good thing you're a Scot so that you're left alive. Now
get back up and kill everything else that moves.
Items found: 3
4: In the conference room.
5: In the sitting area.
6: Past the crawlspace.
We're only missing two items this time, so send word if you find them.
You've got 60 seconds to get off. Rush into the back conference room and grab
Intelligence Item #4 off the floor. Go downstairs, grab the gun, and take out
guard. Rush into the sitting area for Intelligence Item #5. Get through the
crawlspace, and take out the other guards (then grab Intelligence Item #6 behind
them). Now run through the back of the plane. There's a guy falling below you
with the parachute you need. There's no trick here except to shoot them while
they're falling. If your playing at SuperSpy level (like I am), then you'll only
have a few shots before you're dead. Kill them before they kill you, and keep
oriented to the guy falling below you.
Whatever you do, don't shoot him! When you touch him, the mission's over. You
live. He don't. (Please be full of hay!)
When it rains
Well, so much for success. Go back and explain yourself.
4: In the conference room.
5: In the sitting area.
6: Past the crawlspace.
Once again, you failed. Good job. Be nice for Intelligence Items #1. You get
go back to Hamburg. With a supervisor - Thomas Goodman. Go back to training for
some new goodies, then get to Hamburg.
Back to Germany
Weren't we just here? Well, at least we're on the west side of Germany, so no
Russian controllers to worry about. Just rosy cheeked evil opera singers.
Not a terribly hard mission. Just find Goodman (in that shirt, you can't miss
Items Found: 2
1: In the manager's office.
2: Inside the ladies room.
Getting inside is easy - just talk to the woman next to you, then jump through
the window while the camera is looking away.
Once inside, watch the next sequence. Move forward, and at the guy and lady
turn left. Go up the stairs, and look for the manager's office (he's asleep).
Grab Intelligence Item #1 off of his desk. Go downstairs, and to the right of
folks. Go past the guy in the green shirt (he's your contact). Follow the
past the double doors (make note of the lady's room - in fact, go inside and
Intelligence Item #2 while we're at it). The next is pretty easy. Go talk to
the guy in the green shirt, then go to the ladies room. Easy enough. Just head
back to the lady's room, making sure the guy is close enough to see you. Once
you're inside, scene over.
Who let the dogs in
Well, party crashers just as you were about to ask the nice man some
Isn't that nice. I'm guessing their from the Bad Music foundation. Well, maybe
not. Get back to Goodman so you can get out of here.
Items Found: 5
3: In the storage area with the guards.
4: Take a picture of the book where you find #3.
5: In the kitchen.
6: In the bar.
7: Behind the stage next to the H.A.R.M. boxes.
Once again, missing two Intelligence Items. (Sigh).
You've got to get back to the stage. Open up the door. Save idiot boy before the
goons take him out (gives you more points that way). Go right down the hall.
When you get to the older storage hall, sneak down the hallway. When you get to
the door, open it then pull back before its done opening. This will give you an
extra few seconds to slide back to the left and take out the guards. Kill all
guards, then go inside the grab Intelligence Item #3, and take a picture of the
book on the table for Intelligence Item #4.
Open the next door, and around the corner are about five guards to deal with
(including the onces in the kitchen). Make sure to open the door across from the
kitchen to get the armor and Intelligence Item #5.
Past the door to the main lodge are several more guards. Get rid of them, then
talk to Goodman. Now you just have to go backstage. First turn around and go
through the back door to the bar for Intelligence Item #6. (Isn't that the same
drunk guy from the hotel? Get that man to AA, quick!) Go behind the stage, and
next to the H.A.R.M. boxes is Intelligence Item #7.
Open the window, climb on out, and there's your contact. Now he's dead. So much
for that idea. Kill the sniper above, then get behind the contact for the UNITY
ammo box. Turn around and head down the stairs. At the next opening, you'll
hear guards talking about beer and philosophy. What I found most useful is to
sneak past them while they're talking, get below, then into the far left corner.
Pull out the machine gun, and run past the bridge, moving down the guards. Jump
into the river, and swim underneath the bridge.
Find your friend
Goodman's taken off without you ever since you had your little trouble at the
dance hall. So while you might not know where his apartment is (thank
goodness...), at least you know where your going to. Meet up with him and figure
out what H.A.R.M.'s up to.
Items Found: 6
#1: Behind the wastebin where you start the mission.
#2: In the last room of the first building.
#3: On the boxes in the building past the silo bins.
#4: Hanging on the wall where you use the missing valve handle.
#5: Hanging on the wall next to the guards who talk about the missing valve
#6: Next to the arching generator.
First thing to do is turn around, and behind the big wastebin is Intelligence
Item #1. Then take out the wandering guard in the distance with your Carbine.
Approach the fence and listen to the two guards talk. Whip out the barrette, and
wait for the guard to approach the fence, then use your 9mm to take him out.Pick
the gate lock and hide behind the boxes.
Get up the metal stairs and into the building (but watch out for the camera in
the next room). Sneak past it into the next room. Sneak down the hallway with
camera into the last room. Take out the guard, then grab Intelligence Item #2.
Leave the building and turn right. At the T-intersection look left and take out
the guard there. Take him out, then go left and hide behind the trash container.
First chance you get, take out the next guard. Go to the big storage bins and
turn the giant wheel. Hide behind the corner, and when the guard checks out the
commotion, cap him.
Turn around the corner, and get past the camera through the open door.
Intelligence Item #3 is sitting on top of the boxes. There's a locked door to
your left that you can't open just yet, so leave it alone for now. Go deeper
the building. Take out the guard in the next locker room (you can take him out
with the barette, which is a good idea so the other guards don't notice). The
locker he's standing in front of has some armor.
In the next hall is a gaurd standing watch over some steam pipes. Get rid of the
guard, then one standing across the bridge. Now its just a matter of timing the
steam so you don't get your face burnt off.
In the next room the generator is arcing across the ladder, so go downstairs
first. While listening to the guards talking about where the valve handle is,
turn around and grab Intelligence Item #4 off the wall. Go all the way down the
stairs and take out the guards there before pulling the lever. Intelligence Item
#5 is off the wall.
Get up the stairs and up the ladder next to the arcing generator. Intelligence
Item #6 is up there. Turn around and open the window, then turn the valve to
drain the acid pool (if you got all the Intelligence Items, you'll know why).
Go to the middle floor and through the double doors. Turn right to grab some
UNITY ammo, then go down the left side (watch out for the steam). There's your
steam valve key. Grab it, get back to the middle floor, and use it on the pipes.
Now just go downstairs and through the double doors there, and meet Mr.
I'm with stupid
You've found Goodman, who's put bombs all over the place to distract the
guards. Then he went and turned them all off because you weren't around to use
them. Yeah, smooth, buddy. Now you've got to go turn them back on to blow stuff
up. At least their easy to find - next to the fuel barrels.
Items Found: 4
#7: On the yellow forklift next to Bomb #1.
#8: Off one of the desks in the office space.
#9: On the boxes next to the dock (around Bomb #4).
#10: The roll of film next to the manager in the brown suit (you have to wait
until a conversation is done for him to open the door).
Set the time bombs for a distraction. There's four of them, so just keep your
out for fuel barrels. Move ahead past the van and take out the guard you see (as
always, quiet is best). Get inside the building. Right around the corner is a
camera, so watch yourself. Follow the hallway to the double doors, and out to
giant crate farm. Your mission is to sneak to the left (should you choose to
accept it), using the boxes to shield you from the wandering guard and camera
that can see a long way. Wait until he goes off to the left, then get him with
the sniper rifle.
(Hold on a second. GAP Kids just played their "I saw mommy kissing Santa Claus"
number, and I'm now emotionally scarred. All right, back to the game).
Now get to the left. Jump onto the boxes and up to the roof - from here, open
window and you're inside the warehouse.
Listen to the guards below talk about smoking. (And for the record: I think that
women who smoke are *so* unsexy. I've been known to diss even the hottest women
because they smoked. So remember that, kids.) Once they separate, remove the
remaining guard from the H.A.R.M. paylist, then drop down. You're goal is to get
on top of the crates to drop onto the lower crates, and from there to the
(Anything else causes damage. Damage bad.) While on the smaller box, snipe the
other guard in the distance.
You'll find Bomb #1 up ahead and to the left. Make sure you grab Intelligence
Item #7 off the yellow forklift. Exit the large wooden double doors.
Bomb #2 is just ahead and to the left, but there's a guard standing watch. Get
rid of him first, then get behind the boxes for Bomb #2. Bomb #3 is in the next
room. Go turn it on, then jump on top of the barrels, and from there onto the
platform the guard was standing on.
Move along the yellow grating, then take a right. There's a locked door here.
Inside the room is some armor, and a couple of levers just begging to be pulled.
But its out of order, so instead turn around the go down the left hallway.
Inside is an office. Make sure you check out the chalkboard for the password
not sure if it changes or not, but assume it does). Grab Intelligence Item #8
one of the desks. In the hall to the right of the chalkboard is a guard.
Luckily he doesn't pay too much attention, so cap him for his negligence. Just
past him is another yellow grating with a camera above, and a guard off in the
distance. The guard isn't a problem (as long as you've got leftover ammo). When
you take him out, another guard comes out to see what happened. So get him and
his little dog too. (NOTE: There's no dog, so don't go looking for him). When
camera is looking left, run ahead.
There. Now the coast is clear. Get back to the area with the nonfunctioning
levers and back along the yellow grating. There's an open door up ahead. Look
left to notice the camera, then run ahead to hide behind the crates. Go right,
and at the end of the docks is another guard. Get rid of him, then cross the
docks and jump onto the boxes to grab Intelligence Item #9. Next to where the
guard was is Bomb #4.
Now you just have to make your way back. Watch out, though, because there's
guard's waiting for you. Here's what I'd do. Get back to the offices, and listen
to the guard and his manager talk to each other. When they part, the manager
opens up a new door. Hide in the useless control room, then cap the guard when
goes by. Now go through the newly opened door, kill the manager, and grab
Intelligence Item #10 off the table.
Go to the right of the chalkboard again, then shoot from
behind the window to take out the guard below
(don't worry, the camera won't see). Get down past and back to Bomb #1.
Take out the Carbine, and turn on the zoom function. Edge past the boxes, and
take out the guard before he sees you. Go forward, then edge around the column
the same way to take out the next guard. Move on to the warehouse entrance.
There's a leftover yellow jumper guard right in front of the camera outside.
him in with a coin then take him out quietly. Get under the camera - to the
is another guard. If you're careful, you can get him without the camera
Get around the corner to take out the next guard (if you hind behind the box
Get past the last camera, take out the last guard at the point you started at,
and get to the door next to the truck.
But I get seasick
With the guards mostly distracted, now you just have to get onboard the carrier
ship to find evidence of what H.A.R.M. is up to. Easier said than done, since
don't have a clear path to the ship. Not a problem. Just kill all the guards
without being seen. You can do it, right?
Items Found: 4
#11: Off the box where you start.
#12 and #13: In the office where the guards talk about starting a band.
Grab Intelligence Item #11 off the box. Then make your way up the stairs to
open the door and listen to the musical guards. When they're done, get down the
hall and crawl under the window so the guy inside doesn't see. Lure him out with
a shiny new quarter, then take him out where the camera can't see. Now just get
inside and grab Intellingence Items #12 and #13.
Get out to the door marked "Exit", open it up, and take out the guard. If you
the grappling hook you get use it to get up on that platform; but since you
There's two guards up at the top of the yellow grating. Snipe them, then go
the yellow grating (the camera will spot you otherwise). Take out the next guard
you find and keep moving forward. Quickly snipe the next guard in the distance.
Go to the left, down the stairs, and open the door. There's another guard who
patrols the area - shoot him in the back of the neck, then move forward.
Move past the concrete steps and into the next area. Take out the guard, then
move up the ladder to your right. Pick the lock to save a bullet. Jump onto the
box, and you're in.
Row, Row, Row Your Boat
Welcome to the SS Lorilei. Take pictures of four containers of chemicals, and
then get off the boat. No problem. Just because you're on a boat. Full of
sailors. Who haven't seen a woman in six months. And you're the sexy Cate
Items Found: 6
#14: Barrel #1.
#15: Barrel #2.
#16: On the floor next to the guards who call for backup.
#17: Barrel #3.
#18: Barrel #4.
#19: On the metal outhang down the hallway close to the end of Scene 4.
Wait in your current location until the sailor walks by. Now back up and keep
watch from behind the boxes - another sailor walks from the other way. Get rid
him, then move forward. Go right.
You'll find Barrel #1 to the far right. Take a picture (Intelligence Item #14),
but keep your ear out for the wandering guard. Wait until he comes by, then take
him out. Go right through the big door thing (wait are those called on a ship?).
When you go through, a sailor comes down looking for his friend. Take him out
keep moving. Take the first left, and you'll find Barrel #2 (its yellow), which
gives you Intelligence Item #15. Go up the stairs and follow the hallway to
another storage area. Below you are two more sailors. Wait until they're done
to sneak over them. After they call for backup and one walks away, take out his
friend, then move through the next door. Another set of soldiers talk about
headaches. Seems that Inga is onboard. Good thing you don't work for H.A.R.M.
Turn around, and go down the ladder where you first came into the room. Move to
where the sailors were talking and grab Intelligence Item #16 off the floor.
There's also some armor if you need it.
Move back to where Barrel #2 was and take out the guard. Now go find the two
sailors talking back in the crate room about Inga and get rid of them. A third
sailor is resting against the crates on the upper right. From him move forward
and to the left - past the metal stairs is another sailor to shoot out. You
find it easier to circle around the back to get to him from the side, then take
out the guard standing on the metal platform above.
Take a picture of the Barrel #3 (Intelligence Item #17). Press the red button to
lower the platform, then get on and hit the other button to move up. The last
Barrel #4 is up there (Intelligence Item #18).
Not done yet! Now you have to place a tracking beacon in the radio room, take a
picture of the Captain's Log, and photograph the shipping manifest. Sure. No
problem. Get to the far left where the open grate is. The path is pretty each
to follow. At the end is a pipe room. Get down and blowtorch off the lock. Move
up the ladders to the next big door.
Open up, then go up the next ladder and to the right. Get rid of the next
wandering guard. Get down the hall and sneak to the right. If you don't pass the
pipes, you can shoot the guard without being detected. Intelligence Item #19 is
sitting on some metal outhangs (is that a word?).
Get up the next set of ladders, and - oh, bummer. You're caught.
So your captured by the Scottish guy again. At least he isn't going to kill you
right away. No, you get to go down with the ship. While the captain gets away
Items Found: 4
#20: Underwater in the hole towards your supplies.
#21: With your supplies.
#22: In the conference room behind the radio room.
Missing six Intelligence Items for the total mission. One is assumed to be in
Scene 3 (where you'd need the grappling hook to get to it).
Great. The ship is sinking. And you with it. Look quickly on the ground for your
lighter, then blowtorch the door to get out. If you go left, you can see a
door, and behind it is a UNITY box, which probably means your stuff is there.
it doesn't open far enough. So go right for now. Pipes burst, blocking your way.
Well, almost. Hug the right wall and get past (about 9 points of damage) and hop
under the water. Or go through the door on your right to get at the hole from
other side. Your choice. Grab Intelligence Item #20 on the floor, then move
the water forward and to the right. Open the door, and there's your stuff, and
Intelligence Item #21. Lucky you.
Go back through the water. Keep moving forward past the pipes. Move forward and
you'll find yourself in the engine room. Jump onto the railing, then move
the generator to turn off the power. Get back to the door you came in, and jump
into the water. Get over the spinning turbine by jumping onto the metal next to
it, through the open door underwater, and up the ladder. That wasn't too bad.
Jump over the hole on the platform, and open the door. Drop into the deserted
bunker room (grab the silencer for your the Braun gun while you're in there.
gives you both power and silence).
Open the next door and go on through. To your left is another sailor. Get rid of
him. Move ahead until you see the sputtering gearwheel. Shoot it to raise the
water level and float on up. Quickly close the next hatch before you drown, then
move your ass before the walls close in on you.
Get around the corner through the deck. At the end of the hall is Intelligence
Item #22 sitting on the table. Now double back to the radio room, and "use" the
radio there to plant your beacon.
Not bad, agent. Of course, you failed again to get what you needed. Ah, well.
Meet Smiley in his room
Well, this would be a good place for a rest, but it seems that you've been
followed back to your hotel. Damn groupies. Get away from H.A.R.M. agents so you
can meet up with Goodman before your drop into the beautiful blue sea.
Intelligence Items Found: 4
1: Room 202 on the floor. Sometimes this is next to the luggage where the guards
on the upper balconies wait for you.
2: Room 208 on the fireplace mantle. Sometimes this is on the bed instead.
3: Next to the fireplace down the hallway where the guards are talking about how
they shut down the elevators.
4: Room 203 in the wooden cabinets (the small roll of film). Sometimes this is a
roll of film where the maid opens the door.
From the guns, I'd take the Carbine for sniping, then grab the coins from
to distract guards with.
There's nothing of interest in the room, so open the door. Look down the hallway
at the left - there's a couple of guards, including two checking themselves out
in the mirror. Tag them all, then look down the right hallway to check out the
With the threat taken care of, go into Room 202 and grab Intelligence Item #1 on
the floor. Sometimes this is next to the luggage where the guards on the upper
balconies wait for you. Go down the right hallway and open the door. It opens
into a pretty courtyard with trees (ah, trees). Watch out, because down the
hallway is a walking guard. I found it best to snipe one of the guards to the
right when he stands behind the tree, then when his friend goes looking around,
snipe him as well.
Get down where Mr. Drunk guy is and pick the lock (or just shoot it off). Get
through the room, open the next door, and keep your eye out for the next guard.
(He's carrying a *ton* of dum-dum bullets). Take out your Carbine and turn on
sniper view while going around the next corner - keep it up to take out the next
guard. After he falls over, go to the left into room 208 and take care of the
guard at the fireplace. Intelligence Item #2 is on the fireplace mantle.
Sometimes this is on the bed instead.
When you go back to the hallway intersection, look up in the direction you came
and take out the other guard. Move down the hallway until you hear the guards
talking about how they've shut down the elevators. Wait until the red-headed
guard walks away. Tag the closest guard with the 9mm, then the other with the
scope. Go next to the fireplace to find Intelligence Item #3. Open the door to
room 203. In one of the small wood storage spots is Intelligence Item #4 (the
small roll of film). Sometimes this is a roll of film where the maid opens the
door. Turn around and go back down the hallway. When you hear the guards scream
out for you, back up to use the corner to hide most of you, then shoot out the
guards. The maid has now opened room #207, so go on in. Crouch down and approach
the window on the left. Open it up, then back up until you can see the guard
your sniper scope. Take him out before climbing onto the ledge.
Follow the ledge to the left, but move quickly over the stone parts because they
like to fall apart on you. Before jumping onto the fire escape, look up at the
guard at the window. Take him out (you can shoot through the window).
Look where you just killed the guard. See the handle? Yup - get out your
grappling hook belt and shoot at it. Once you step forward, you'll be done with
You can stay, but you can never leave
Welcome to Hotel California. Well, not quite, but that's all right. You're now
inside the hotel. But since they know you want to use the roof (why else would
they have guards sniping from above?), you'll have to get out some other way.
Intelligence Items: 4
5: On the roof on the ground. Sometimes this is next to the boxes before the air
6: In the shed.
7: On the roof past the trellis. Sometimes this is next to the couch after you
fall into the soup.
8: In the kitchen with the big container of soup.
Go to the window forward and to the left, and look right with the sniper rifle.
Take out the guard you see above, then look up from the window and left. You
should be able to barely see the next guard past the window. Take him out, then
look right and slowly move left for the last guard. Go right, and check out
Intelligence Item #5 on the ground (hard to see). Sometimes this is next to the
boxes before the air duct.
Open the window to your right, and keep an eye out for the guard. When you see
him, take him out quietly. Get inside and crouch down, looking right until your
under the box. Take out the next guard. Keep your eyes up to the right as you go
forward to take out the next guard.
Up the stairs and into the air vent. (Get the feeling they know which way you're
going). No matter how quietly you move, they'll detect you, so shoot them
the grate and keep moving forward. At the end of the duct, wait until the guard
is walking away before opening the grill, then shoot him in the back.
Jump onto the plant shader, then jump onto the shed and from there drop onto the
ground. Enter the shed for Intelligence Item #6. Move toward the trellis and
climb up, then move right until you see the guard. Take him out and go up (look
for Intelligence Item #7 up here too). Sometimes this is next to the couch after
you fall into the soup.
Climb onto the rails and into the next window. To your right should be two more
guards that need to sleep and wake nevermore. Once they're gone, go to the other
side and through the next window. Follow the rails to the next air duct grill.
Oh, goody. Soup. Get out and grab Intelligence Item #8 on the stove. Get out
the hallway (talk to the woman if you like). Move forward until you hear the
guards should about you, then back up and look up. Keep your eye out for the
guards and take them out. When they're all gone Mr. Drunk Guy comes out to ask
for more beer, move past him to the exit. Congrats. Now watch the punishment
um, more punishment.
In the Navy
First you get on the ship. Then you get off the ship. Then you get back on the
ship. Seems like your work is never done. This time you get to find the
log you let go the the bottom of the ocean floor, so hopefully you'll find out
what H.A.R.M. is up to.
9: The shipping manifest.
10: Next to the forklift in the shark room.
11: On the counter in the kitchen.
12: The Captain's Log (floating over the bed).
13: In the dresser next to the Captain's bed.
14: In the supply room on the floor (blueprints).
15: In the cargo room with the sharks (inside the open container). (Thanks
Under the sea... under the sea... Sing, Sebastion! All right, now that we're
under the water, the first thing we should do is get back into the ship. Go to
the top level (avoid the sputtering wire) and open the airlock. Follow the hall,
and on the first door to your right open up to find the shipping manifest
(Intelligence Item #9).
Back to the hallway, and the next turn to the right. Watch out - sharks here,
you can't kill them (they are endangered or something). UPDATE: I've had enough
people tell me you *can* kill the sharks. All right. So you can. I didn't do it
because I believe in the environment. Like I believe in Santa Claus. Just stay
out of their way. Hug the right wall, and next to the forklift Intelligence Item
#10. Check inside the other open containers for Intelligence Item #15
(blueprints) (which is sometimes in the room with the blocked roof on the
Look up and to the right - there's an open grate. Get inside, and take the first
left until you find the supply room. Intelligence Item #14 might be here on the
shelves, or its back in the center of Shark Room under a crate. Follow it to the
next hatch and open it. Move to the giant hole in the wall and float inside and
up (avoid Mr. Wire). Only one way to go to the next airlock.
Another long hallway. Take the first left, then left again to get into the
kitchen and find the antitoxin. Intelligence Item #11 is sitting on one of the
counters (or, yet another randome event, it might be near the ladder in the
blocked ceiling room).
Leave the kitchen and continue down the hallway. Go to the end, then turn right
and turn the next big door. Inside is a bedroom with Intelligence Item #12
floating over the bed - it's the Captain's Log! (Check the dresser next to the
bed - Intelligence Item #13 is inside).
First thing you see when leaving Captain's Quarters is another diver. Stick him
quick. Then look left down the hall - another diver (he's hard to see). Get him
and move back the way you came.
Your next evil diver is back in the supply room. There's another two divers in
your way (one is an easy head shot). Just keep going the way you came.
Another diver is in the corridor past the room with the flickering blue light.
He's also opened a new door (with another diver inside). At the end of the
room is an open door with a diver right inside.
Follow the hallway to the next open grate in the ceiling. When you get through,
just follow the path out to victory.
The Secret to My Success
Ah, the good old business system. The champion of capitalism and free
And you get to break into it to see if its aiding the forces of Evil. Or course,
if this company is owned by Philip Morris, then we know it is. But for now
there's doubt. You have to get past the secretary, and not be seen by any
employees, cameras, or Elvis impersonators.
Sure. No problem.
Intelligence Items Found: 9
1: On the secretary's desk.
2: On top of the wooden slats behind the bathroom.
3: In the room next to the secretary.
4: Behind the secretary looking at records.
5: In the conference room with the projector and the talking scientists.
6: A roll of film on the table inside the Baron's private room.
7: After disabling the cameras, head back towards the entrance at the camera
over looks the secretary who was talking to the lady in the cafeteria. You'll
have to deal with the guard, but if you crouch next to the desk closest to the
camera, there's an envelope on it. (Thanks Eaboyce).
8: In the room across from Intelligence Item #3. (Thanks Eaboyce).
9: It turns out if you get all 8 Intelligence Items, Goodman gives you another
for the collection. (I'm sure he'd love to slip her something...) (Thanks
Defaults are good enough, especially the barrette. I decided against taking the
anti-venom - save that for later. "Best block, no be there."
First thing to do is wait until the camera turns away, then grab Intelligence
Item #1 off the desk. Now get past the camera and get your back against the wall
where the camera can't see you. When it turns away, dart into the office areas
and check the next camera in there. Try to time it when both cameras are looking
away, then dart into the corner on the left as you enter the offices. Quickly
move into the cafeteria while the lady is talking on the phone, and from there
into the bathroom. Whip out the lighter and set fire to the wastebasket there -
that should distract the guards. See the wooden boards? "Use" them to knock them
over, then go on through. Quickly hide behind the wooden boxes.
Stand up every so often to check on the guard (and grab Intelligence Item #2).
When he walks away, move past him to the next door. This gets tricky. There's an
open door up ahead, a guard patrolling the hallway, a brown suited hall monitor
(aka manager), and two cameras. Quickly get into the room with the door and shut
the door. See that lever across the room? Pull it, and all the cameras go
After disabling the cameras, head back towards the entrance at the camera that
over looks the secretary who was talking to the lady in the cafeteria. You'll
have to deal with the guard, but if you crouch next to the desk closest to the
camera, there's an envelope on it (Intelligence Item #7). (Thanks Eaboyce).
That's one thing taken care of. Now you need to find Mr. Dumas's "private"
office. Stay in the office until the manager and secretary outside stop talking.
(I have the feeling "Mr. Manning" is in a load of trouble.)
Get back out, and from the door turn right. Open the door up ahead to grab
Intelligence Item #3. The room right across from it has Intelligence Item #8.
secretary is looking at records (letting you grab Intelligence Item #4), so move
past her to the next hallway, and from there into the first office on your left.
(For a real challenge, you can go into the conference room and grab Intelligence
Item #5 off the table, and the only way I found to do that was with some stun
perfume.) Grab the pens on the desk to open a "secret entrance". Get inside and
pull the lever to bring down a secret staircase. Open the large metal door to
into the sunbathing area, and from here up the stairs. Move down the hall until
you hear the guards talking about the Beatles out on the firing range. When one
of the guards goes by you, get into the firing range area to your left. Pull the
lever to lower the cage over the office room, and drop inside before the
wandering guard can see you. Inside is Intelligence Item #6 - the roll of film
the table. Press the button on the walkie-talkie like item, and a strange table
pulls up. That seems to be your proof.
To get out, press the buzzer next to the doors and go on through. Now just go
back to the front desk and see if the secretary has gotten over her deliscious
There's nothing funny about a warehouse.
So now that you've seen the really cool model warehouse in Dumas's office,
come here to this warehouse to check out if there's something interesting. There
probably is. Otherwise this would be a really boring game.
Intelligence Items Found: 6
10: In front of the dog kennel is a letter on the ground. Thanks Alun Lewis!
11: On the floor past the internal talking guards.
12: Inside one of the offices past the train.
13-15: The ledgers you have to take a picture of.
Here's the warehouse in that strange map. You need to get inside, grab
you can, and take plenty of pictures.
Wait a little bit for grinning boy. When he takes the guard behind the truck, go
behind the security shed and shoot the guard in the back of the head. Once he's
down, get inside and pull the lever to let yourself inside. See the doggy in his
kennel? You could use the poodle robot, but why bother. Just go grab
Item #10 (Thanks Alun Lewis!). Move past the cameras, through the metal door,
Now you just have to find three ledgers and take pictures, then get out. Go
through the next door and check out the talking guards. While they walk away,
move forward and get into the door on your left. Inside are another two guards
talking about a report. Go to the left, and jump up onto the platform. This way
you can get around the guard without him seeing you.
Into the next room is a set of barrels with a box on top, and a camera watching
it all. You may have to kill the guard wandering about (even better, use the
blinding perfume, then kill him). There's a ladder as well. Go up, kill the
up there, and take a picture of the book on the desk (the ledger). Get back
you came in (back at the generator), take out the gaurd still there, then pick
the lock on the door.
Take out the next guard, and up to the next ladder. Move ahead quickly while the
guards are talking, and take them out. Intelligence Item #12 is on the floor,
take a picture of the book. Move past through the hall, and into the railway
area. Follow it until you find a chain length fence and unlock it. Go to the
right into the storage area.
There's some body remover behind some of the boxes, but your main goal is to hop
on top of them and get to the upper left side. There's some bandages inside you
can grab if you have a boo-boo.
Now get back to the area with the two guards walking about. Take them out, and
take a ride on the train to get to the next door. (If you stay on the train,
you'll go on quite a ride). Through the next door are two guards - take them out
Get under the camera to your left and through the door. Inside is the last
ledger. Take out the guards, then go up the ladder. At the end of the walkway is
another guard and camera - take out the guard, and sneak past the camera.
your third ledger. If you have a code breaker you can get in front of the door
across from the camera for some UNITY ammo and armor, but you're pretty much
done. Now you get to go deeper and find more secrets.
Get back outside, and through the open fence. Looks like an old friend has come
Hello. Anybody home?
Now that we know Dumas's business has something to do with the going ons of
H.A.R.M., let's go talk to the horse's ass, er, um, mouth, and see what he
Let me break it to you. Not much.
Intelligence Items Found: 4
16: In the trunk of the car outside.
17: In the front seat of the car. (Thanks Eaboyce).
18: In the garbage can to the left of the house. (Thanks Eaboyce).
19: Under the front door. (Thanks Eaboyce).
The staff should ignore you for the most part, but don't do anything to attract
attention. (You know - shooting people, letting cameras see you, flashing too
much cleavage - dang, too late.) Go forward and open the trunk of the car to
find Intelligence Item #10. Inside the drivers seat is is Intelligence Item #17.
(Thanks Eaboyce). Now follow the left hedge until you find an opening. Move
towards the garbage cans for Intelligence Item #18 (Thanks Eaboyce). Now head
towards the front door and look down for Intelligence Item #19. Ring the
to meet the butler, then Choose the Men of Influence option. Then select the
Perfect option so the butler will go off and ask the Baron what he thinks. Go
inside the meet the Baron and his...wife. (Looks like she needs a few years of
Keep asking questions. You'll soon figure out that he's an idiot. Keep stroking
his ego to learn more. I didn't find any kind of pattern between the questions I
asked him, but I could be wrong.
A little construction fun
This poor girl can't just get anywhere the easy way. To get into the Dumas
building, she has to get to the top of the one next to it, then use the crane to
get onto the top of the next building, and from there find the safe holding the
secrets of Dumas's business with H.A.R.M. Did I mention that UNITY has a great
retirement plan? (Just ask Bruno).
Intelligence Items Found: 5
1: Inside the building past the guard behind the window.
2: Inside the storage building, up the elevator (next to the lunchbox).
3: Beyond the door opened with the forklift.
4: Next to the generator that powers the lift.
5: In the dumping area (next to the fence where you start - its a tiny roll of
As always, I love the sniper rifle, and now you get a new tool - the crossbow
(like my father's gas - silent but deadly). Other than that, do what you like.
When you first arrive, move forward until you hear the guards talking. Sounds
like one of them has a dog that he loves more than you should love any pet. Take
out the nearest guard with a crossbow bolt (silent, deadly, and you can recover
the bolts after). Move forward to the edge of the boxes - use the Carbine to
in on the window and take out the worker standing there. To get the other two
guards, jump up onto the box with other stacked up - you can hide from the
by crouching down, but still have enough space to snipe the guards while the
cameras aren't looking.
Now get inside the building the grab Intelligence Item #1 (where you snipped the
guard through the window). Then get inside the larger building, up the ladder,
and grab Intelligence Item #2 (the envelope next to the lunchbox). Look down and
snipe out the guard, then drop down. Around the corner you'll see a
forklift. "Use it" (read the proper training manual first) and it will lift open
a dropdoor. Listen to the guards again, then move forward to take them out. One
walks away (take him out with an arrow for silence) while the other goes up the
stairwell. Where they were standing is Intelligence Item #3. Then enter the
stairwell - at the bottom is the guard (politely leaning against the wall).
At the bottom of the stairs go through the door, and forward past the beams. To
your left is a sweeping guard - get him, and move forward to hear the guards
talking about payday. Get rid of them and keep going. Over at the desk and chair
is some armor if you need it (and you're a wimp if you do! Do you hear me,
Huh? Huh?). Go along the right.
Wait until one guard is walking away before tagging standing boy (and behind him
is Intelligence Item #4). Take out his friend, then go around the corner next to
the elevator for the third guard hiding behind the boxes.
Go to the chain length fence and pick the lock. Push the red button, and you've
got power to the main lift. Go on up the elevator. Jump on top of the boxes and
over the fence to get back where you started. Move back to the large building
(but jump into that dumping spot - there's some film (Intelligence Item #5) down
there. Get into the chain length fence in front of the cars, and up the lift.
Terror, thy name is Inge
Intelligence Items Found: 1
6: Past Inge's radio on the stacked wood.
No more sneaking around - whip out the old machine gun and start taking out
H.A.R.M. agents - ignore Inge - she's bullet proof. Go left and shoot out the
agents as they drop down. You're goal is the 220V big red button to the left -
push it. Now just lure Inge next to her sparking radio, and she'll take damage.
That's pretty much it - lather, rinse, repeat (and stay away from her when she
sings - its deadly). If you really feel cool, grab Intelligence Item #6 off the
wooden slats next to Inge's radio. If you want her to get to the radio faster,
run to it and shut it off (just watch out for flying bullets from her, um,
Once she's gone, mop up the remaining enemies, and go up the next elevator. And
say a prayer for Inge.
Top of the building
Well, you've made to the top of the building. Now you just need to get onto the
crane and into the building next door. Too bad the construction workers are all
armed with machine guns. Well, could be worse.
Intelligence Items Found: 5
7: The first thing you see.
8: Past the beams on the wooden planks.
9: Up the staircase (where you can get into sniping position).
10: Pick the lock past the concrete wall to get into the office. A set of
11: Up the ladder when you're around the beams.
The first thing you should see is Intelligence Item #7. Then turn right and go
across the beams. Get into the next corridor and listen to the guards talking.
Get rid of them (and the sweeper off in the distance) and grab Intelligence Item
#8 off the wooden planks. Follow the path until you hear another two guards
talking below you about thier fingernails. There should be a staircase off to
your left. Go up to find Intelligence Item #9. Just keep an eye out above for
guard. Look down and snipe out the guards below.
Get back downstairs and jump onto the blocks where the fingernail guards were.
Get on down (watch out - there's a guard up and to the right who might see you).
Get behind the concrete wall and pick the lock you find, then grab the
Intelligence Item #10 (blueprints). Look up and notice the hook waiting for you.
As you're going up, move forward (or else you fall down and die). Whip out a gun
and take out the last three guards. Make sure you climb the ladders to grab
Intelligence Item #11 as well.
Make your way around the corner until you find some wooden boards over a long
drop. Stand on them, and look up to find another hook. Get around to the boxes
and jump your way up. As soon as you jump onto the concrete, duck quickly so the
guards won't see you. Inch forward - there's one on the lower right, and another
on the lower left. Jump across the beams to your right, and make your way to
the elevator. When it hits bottom, get rid of the guards, then climb up the
Fear of heights
If you're afraid of heights, try playing this mission with your eyes closed. For
you braver folks, take out your crossbow and go construction worker hunting.
Intelligence Items Found: 4
12: The first door to the left when starting, on top of the box.
13: The roll of film on the table next to the window washing power generator.
14: On the table around the pool.
15: In the pool.
16: Next to the emergency elevator along the wall.
Open the door to your left. On top of the box is Intelligence Item #12. When the
guard walks by the door, get him with an arrow (the most silent option). Get
around the corner and listen to the guards talk while hiding under the camera.
Get in and kill them when they're done (I recommend the crossbow for that silent
approach). Open the next door, wait until the camera turns away, then run past
and around the right corner. Go around the air duct, then down the ladder -
for the camera below.
Open the door and get inside, and go left. There's a couple workers playing with
the generator. Take them out then open the door that says "Window Washer" and
push the button - that should restore power to the, well, window washing system.
Don't bother going up the ladder right now. Get out and go right ahead through
the door ahead - there's Intelligence Item #13 (the small roll of film) on the
table. Go through the next door and take out the other guard. Now leave and go
through the double doors to the pool area and grab Intelligence Item #14. Then
jump into the pool for Intelligence Item #15. Get back outside and run towards
the boxes and air ducts. Jump up, then turn around. See those red barrels? Shoot
them - that should let Guy Smiley know he should start distracting the guards.
Now crawl through the air duct. When you reach the grill, shoot out the boards.
Climb onto the ducts, then jump onto the generator and shoot out the boards
again. Jump onto the ladder.
When you get up, sneak over the next grill and quietly open it. Crossbow the
guard standing at the window. Get to the other side of the elevator and open the
slot marked "Emergency Door Open". Well, push the buttons. Check along the walls
to find Intelligence Item #16. Now go back to the elevator and jump on down (the
ladder, you guys). The elevator will come up. Just open the grill and get into
the little garden spot.
Walk along the edge of the walls until you get the glass cleaning platform. Push
the button the bring the elevator over to you. Drop onto the platform, and go to
Breaking through the glass barrier
So is this what a woman needs to do to get into the executive offices - shoot
people in the head? Hey, whatever works. You go girl.
And as always, the woman in the executive offices isn't allowed to be seen
(except on the advertising brochures). So keep out of sight of the cameras and
any guards (at least until you open a new hole in their skull).
Intelligence Items Found: 8
17: The first table where you start.
18: On the desk around the TV talking guards.
19: In the lobby like area.
20: Under the desks in the second cubicle farm.
21: In the mens room in the stalls.
22: The room down the hallway to the right of the bathrooms.
23: The break room behind the auditorium.
24: Between the seats in the auditorium.
25: Under the desk next to the cloth covered furniture before the access
Now we're finally inside the building proper. Sneak forward and grab
Intelligence Item #17 off the table. Go next to the door and open it up - a
will walk through and politely offer you the back of his neck. Thank him by
shooting an arrow into it.
Exit to the hallway. To your left is a camera. Sneak towards it and go into the
next room on your right (where you hear the guards talk about TV shows). Grab
Intelligence Item #18 off the desk. Get under the camera, and when it looks
run down the hallway and into the first room (a file room).
This is a little tricky. Get around the corner and under the next camera. Wait
until it looks away, and the camera on the far end of the hallway is looking
as well, then rush down the hall outside of thier vision. (Make sure to grab
Intelligence Item #19 off the bench). Now run under the next camera until you
find the "Exit" sign down the hall - there's a room on the left you should
Check under the desks here for Intelligence Item #25. From here you can get into
the backwalls. Hop past the danger sign down the air ducts, and into the door on
your right. Take out the next guard quietly, then go into the next cubicle room
on the right.
Sounds like the guards know you're here - how? Under one of the desks should be
Intelligence Item #20. Go through the doors you just came in, then get under the
camera at the end of the hall. There's a guard resting against the wall with his
back to you. Leave him alone for now. Instead go left and into the next room -
there's a codebreaker on the filing cabinet you'll need (if you don't already
Go into the mens room - on one of the stalls should be Intelligence Item #21.
back into the hallway, go down, and the next room to your right should have
Intelligence Item #22 (small roll of film).
This next step I messed up on, but it works. There's a patrolling guard. Take
out, then if his friend behind the bulletproof glass sees you, get him and his
other pal who steps out. Now move down the hall where the guards were at into
break room and grab Intelligence Item #23, then into the auditorium for Item
Now just go back to the room the guard was standing alone in - you'll find a
keypad on the wall. Use your codebreaker, and the elevator will open up. Go on
Better than Pink Floyd
In my town, the only laser light show I get is Pink Flloyd Laser Light show. Now
take Cate Archer. She gets psychedelic goats that appear if you touch the
How cool is that? Of course, I see those goats over overdosing on sardines and
ho's. (No, I don't eat them at the same time. Get a clue, people.)
Intelligence Items Found: 6
26: In one of the rooms on the upper floor.
27 and 28: Behind the benches and on the floor in the small room past the
29: Lower room on the left as you pass the cameras (ah, check the information
below - it makes more sense). It's a tiny roll of film, so look hard.
30 and 31: In the Oriental cubicle farm.
32: Under the laser rooms.
33 and 34: Inside the vault.
None - found them all :).
As soon as you get there, equip your crossbow and shoot the guard wandering
about above you. Move out into the hallway to hear the guards talking
about "stinks". When they're done, move into the hallway, then sneak past the
camera into the men's room. Crossbow the guard to keep him quiet. Wait until the
camera moves away, then get out and under the camera.
Look up - you should be able to spot the guard through the slats. When the
looks away, run up one of the stairs and take out the guard. Get under the
again, and wait for the guard to come back from the left hallway to take him
Go into the hallway. Beware the guard above, and open the door across from the
camera. (For more fun, try and kill the guard with a crossbow to keep him out of
the way). Now rush down the hall (avoiding Mr. Camera) and into the next room
before the camera. There will be guards talking about Mischief, Inc. When they
part, one stands with his back nicely to you.
Take the first door on your left past the guard you just took out - there's a
stairwell. Go up and kill that guard. Go to the doorway overlooking the lower
floor - one guard on top, one on the bottom. Move along the upper floor - the
next door leads to a room with Intelligence Item #26.
Down the hall is another potential head shot, so get rid of him. Look behind the
benches for Intelligence Item #27. And past that again is Intelligence Item #28
on the chair.
Get back downstairs. The next room on your left has a guard inside, and past him
is Intelligence Item #29 (tiny roll of film). Now get back to the hallway and
sneak past the next camera. The next room to your left has a surprise - three
guards in the monitoring room! Get them, grab some ammo, then kill the power
(thus turning off the cameras).
Go back to the hall. Your actions may have upset some guards - just kill them
and get to the Oriental cubicle farm and grab Intelligence Items #30 and #31.
Go up the stairs and open the sliding door. The next sliding door has a sleeping
guard and some armor. At the end of the hall is (drum-roll) the Baron's Office!
Now, where would you hide the safe? Yes, behind the picture of a fox. Of course.
Use the code breaker. It opens a secret door behind the tusks.
Time for the infrared glasses. Go on through, and time the lasers to move past
them. Room 1 and 2 are easy. At 3, there's a laser above and beneath. I found it
best to jump over the bottom one early, then hug the wall and jump over the
lasers to get to the other side.
The last room? Ah - you think its too hard? Me too. Look down. Literally. Open
the grate beneath your feet. Follow the path backwards until you find
Intelligence Item #32 on the blood tinged floor. Move back where you entered the
floor and past the last laser room. Now you're in the vault. Grab Intelligence
Item #33 off the wall, and when you take the picture of the book, you've got
last Intelligence Item #34 and you're done.
Welcome back. Missing somebody?
While Cate's feeling guilty for getting rid of chauvenous pig #1, there's still
work to do in finding Dr. Shenker. Learn about it and move on.
Intelligence Items Found: 1
Hanging on the wall next to the motorcycle.
The only excitement in this mission (other than discovering you get to rescue
Dr. Schenker) is that you get to ride a cool motorbike. When you find it, make
sure you grab Intelligence Item #1 off the wall (basically instructions for how
to drive the cars).
Rescue the man who invented the organic bomb
Since we know where Dr. Shenker is, we get the chance to rescue him. Hopefully
don't have to carry him out, because he looks like one heavy dude. Though I'm
sure he'd like the experience.
Intelligence Items Found: 7
1: On the kitchen counter (sometimes in one of the supply rooms).
2: The passenger list.
3: Under the seats where the passengers are sitting, (sometimes in the private
bathroom in one of the private passenger areas).
4: In the same room as the ticket, which is sometimes in the luggage net
5: The passenger ticket.
6: In the back of the train (before you enter the kaboose) on the ground,
sometimes under the bed in the passenger area.
7: The roll of film in the kaboose.
Take the crossbow, carbine, and 9mm handgun. Take the standard items, then make
sure you've got the silencer and zoom for your guns.
Turn around and grab Intelligence Item #1 (sometimes this is in the supply
rooms). You can keep going through the door to listen to the couple talk about
their train problems, but keep your ear out for the conductor looking for
tickets. Instead turn around and shoot the agents you find (the quieter, the
better). Keep going until you find the conductor's room - grab the passenger
(Intelligence Item #2).
Now head back to the kitchen, and past it to the dining room. See the woman
sitting alone? Pretend you're in the bar and talk to her. Then keep going into
the riding section (and check beneath the seats for Intelligence Item #3,
sometimes in the private bathroom in one of the private passenger areas.) Get to
the bathroom and wait for the conductor to go by, then sneak on through.
Get passed the next room, then look down the hall at the talking guards. Get
the first room on your left (where it says Occupied) and wait for them to stop
talking and for one to leave. Then get out and crossbow the remaining one. In
next room there's Intelligence Item #4 (the briefcase, which is sometimes in the
luggage net department) and looky there next to it, a ticket (Intelligence Item
Keep moving down the train and kill the next agent with the crossbow. Move on
down and check each of the rooms until you find your UNITY agent. You have to go
to the front of the train. Before you do, go to the back of the train and grab
Intelligence Item #6 off the floor, sometimes under the bed in the passenger
Go to the front of the train, and open the last door you find. Your engineer is
in there. Once you get out, quickly move back and to the left. An agent is
down the hall. Shoot him with the crossbow.
You might have a problem as you go back, as there's many guys in trenchcoats
shooting at you. Just shoot them first, and you'll be fine. When you reach the
caboose grab the roll of film (Intelligence Item #7) and move on through. Jump
over the wheel, turn it, and off you go.
Under new management
This is a very important mission to anyone thinking about moving to Oregon. It
appears that lumber yards are full of gun toting employees who's only job isn't
to cut lumber, its to shoot lovely women who come looking for directions. This
would explain why environmentalists have such a hard time in the area.
Somewhere in there as well is a secret entrance that leads to a secret
underground lab hidden by a secret rock with a secret button that requires a
secret decoder to unlock. But all of this information is a secret.
Intelligence Items Found: 4
8: On the wall before the tunnel entrance to the secret base.
9: On the boxes outside the tunnel, or on the flatbed next to the motorcycle.
10: In the storage room (after you get out from under the building basement).
11: In the security outpost.
Kill the guards hanging out the back of the kaboose (sniper rifle is great),
then jump off and run towards the tunnel. Intelligence Item #8 is on the wall.
And it looks to be the entrance to the "secret base". Cool. Climb over the
and go on down.
After the tunnel, look at the boxes outside the tunnel for Intelligence Item #9,
sometimes on the flatbed next to the motorcycle. When you see the secret base,
whip out the sniper rifle and shoot the guard walking about in the distance. Now
hug the left building, get passed the camera, and around the corner and up the
ladder you find. Now, just to be efficient, move past the next camera and to the
door. Take out the guards, then get back to the upper level camera and run
As you follow the walkway and up the stairs, a guard might come out to see you.
Shoot him, then get under the camera and passed it. Move towards the giant
building and into the small hole on the left. While listening to the guards
move through the basement. As you go through, sounds like they caught the agent
you're suppose to be contacting. Now you have to find the underground lab all on
your lonesome. That, and somebody tipped them off that you were coming. At the
end of your subterrienian wandering you'll find a storeroom. Check the shelves
for Intelligence Item #10 (small roll of film). Get out, then hug the left wall
to the back of the room. Now it's sniper time - one guard leaning on the wall,
another walking outside, and another two talking under the camera. Snipe the guy
leaning on the wood, then the wandering fellow. The other two will run towards
you (and get out of sight of the camera), leaving them an easy kill.
Now move forward. Go right through the wood until you find a spot to jump up. On
the other side is a) a motorcycle and b) two guards talking. Take them out, then
hop over towards the bike. There's a camera looking over it, and two guards in
the distance. Snipe the guards, then steal the bike. When you get within range
of the guard outpost, get off the bike, get Intelligence Item #11, and open the
gate. Get out the sniper rifle and look off into the distance - there's two more
guards. Now move forward and snipe guard #3. The best way around the next guards
is to get on the motorcycle, and hug to the left against the mountain. When you
see the helicoptor, get around the back of the mountainside. Keep back there and
take shots and the helicoptor until it explodes.
Now snipe the guards up top, climb the ladder, push the red button, steal the
code-breaker (if you don't have one), and get down to use it on the rock. And
welcome to the secret entrance.
Under the ground
Now that you're more than six feet underground, you can find the good doctor. Or
just shoot people in the head for fun. You psychotic sicko.
Intelligence Items Found: 6
12: At the bottom of the stairs inside the security building (small roll of
film), sometimes in the room with the lighter.
13: The elevator keypass.
14: Retrieving the keycard after using it on the elevator.
15: On the wooden slats around the sushi talking guards, sometimes on the box in
the storage room before grabbing the keycard.
16: Inside the room with Dr. Shenker.
17: Behind the chain length fence with the UNITY ammo.
All right, in the secret laboratory. This should be fun.
Get down the rails, and look out for the guard below. Snipe him, and keep
When you get around the first bend, look in the distance for another guard going
down the stairs to snipe. Now, then you're over the little security building,
drop on top of it, then drop before the window and shoot the guard. Now go
activate the panel for the door, grab Intelligence Item #12 (small roll of film)
(sometimes in the same room as the scientist and the lighter), and sneak by the
Follow the corridor until you see a glass wall on one side. A guard will come
around the corner towards you. Kill the guard, then get in with the scientist
grab the lighter on the desk. Leave him for now and go back to the hall. Open
next large door and take out the guard when you see him.
Move down the hall to the door the guard was using. Open it and climb up the
ladder a bit, then crossbow the wandering guard. When you get in, you'll hear
guards talking about crates. Move across the platform along the right wall, and
wait for the wandering guard to wander beneath you and a crossbow bolt to the
Now move into the next area and snipe the two guards (one on top to the right,
the other on the ground to the left). Now drop down and sneak past the camera to
the next tunnel opening (facing the camera, to your right). It will lead to a
chain length fence.
Use your lighter/torch on the lock. Get around the corner and kill the guard
leave the woman alone). Grab the security pass off the desk (aka Intelligence
Item #13), then go push the big red button to shut down the camera systems.
Get back out to the hallway and find the elevator behind the chain length fence.
Use your keycard and go on down. If you grab the keycard back, it works as
Intelligence Item #14. Go right and you'll hear two scientists argueing. Ignore
them and crossbow the wandering guards. Now keep going right down the hallway.
Keep going until you hear another two scientists. There's a guard there - shoot
him through the glass. Now keep going down the hall until you see a fork to the
right. Go that way and take out the next guard you find.
Go right. There's another two guards talking about getting out of the crime
business. Good idea. Retire them, then move on. While you're out there, pick up
the Fuzzy Pink Slippers in the ladies room. (What's up with that?) Keep
the hall (kill the next guard you find).
When you find what looks like a dial in the wall, use it and an elevator will
come for you. Take it down to the next level for the sushi (mmnn...sushi...)
talking guards. Get rid of them. Down the hall are another two guards to take
care of. Grab Intelligence Item #8 off the palettes (sometimes on the box in the
storage room before grabbing the keycard).
Go to the left and pick the lock on the door. Look who's inside - your old
Schenker. Once he's done talking, grab Intelligence Item #9 off one of the
Get out of the room. More trouble. Can't go out the way you came. Instead, go
right after Schenker and use a code breaker on the keypad there to open the
Go left. You'll find a door with a keypad - whip out the old code breaker and
it open. (Grab it when its done). Looks like some crazy lightning experiments.
Just time the lightning and move on (and shoot the guard walking the planks
above). Get through the purple lightning and up the stairs where the guard was
at. There's another keypad to crack.
When you get through, look up and shoot the guards. If you need to, pick the
on the chain length gate to grab some more ammo. There may be another guard
who needs some shooting at. With the ammo is also Intelligence Item #10. Listen
to Schenker's advice on the doors, but have a machine gun ready to take out more
guards. Keep moving through the halls, and you're home free.
Welcome to the islands
Aren't the islands lovely. Check out the plumage of Terroristic Evilitus - but
beware, because this species has an aggressive nature, and loves to shoot at
women who might be lost (or shooting back at them).
Intelligence Items: 4
#1: On the desk next to the codebreaker, or in the storage room by the UNITY box
on the shelf.
#2: On the ground next to the radio.
#3: In the dark storage area next to the elevator.
#4: In the guard's security room next to the second codebreaker.
By now, the crossbow should be your best friend (retrievable bolts, silence,
everybody loves), and of course bring along the carbine (you could take the new
Geldmacher sniper rifle, but being as its louder than Zeus cracking his
leave it be). I'd also recommend the sunglasses, but that's just a personal
thing. Don't even bother taking along the decoder. If you need one, you'll find
When you start the mission, there's two guards talking. Drop into the water -
from there you can shoot them in the head with the speargun. Once they're
dropped, get back on land, grab your spears, and go under the camera. Keep
until you find the next camera and door, and go on through.
Right around the corner are two guards. Hang back until they're done talking,
then sneak around the corner. This is a little tricky. Listen for the one guard
to open the door and go through. Now keep your eye on the guy behind the window.
When he turns his back on you, shoot him in the back of the head with one of
spears. He should go down nice and quiet.
Now sneak past the camera and into the room he was in. Wait for the next guard
pass down the hallway, then tag him in the back (out of range of the camera). If
you need a decoder grab it off the desk. There's also a chance that Intelligence
Item #1 will be here.
Head down the hallway of the guard you just killed. Watch out for the guard who
wanders the area; get to the break (on your right) and wait for the guard to
by (along your left side). When he has his back to you, spear him. If he's
too long, it's even better to stand next to the stairs and get him from there.
Go to the stairs. The door to the left takes a code breaker (and a long time to
open after that). But inside is Intelligence Item #2 and some armor (should you
need it). See the radio? Shoot it. That should take care of your objectives. Now
turn to the window and break it. Jump down - see the glowing green light? Push
the button and it turns into a red one. (And look for the UNITY ammo hidden
There's some poisen darts in there). To get back into the last room you were in,
jump onto the boxes.
Get back to the hallway. There may be another guard wandering about; shoot him,
then discover that by pushing that button, all the cameras are offline. Hooray
Remember that break in the hallway (with a camera overlooking it) I mentioned?
back there, and open the door to the storage area. If Intelligence Item #1 isn't
at the codebreaker, it will be here on the shelf. There's also some more UNITY
ammo in here. Follow the hallway up towards the camera and to the right until
find a locked door with a pickable padlock on it (made by Peter Piper's Pickable
Padlocks). Pick it, and inside you'll find a scope for your crossbow. Now you
silent snipe from a distance. Cool.
Get back to the hallway you first came in, next to the room where the
was. Open the double doors, but keep around the corner. Wait until the guard
approaches so you can shoot him, then move on in. There's some armor inside, and
Intelligence Item #3 in the dark on top of the boxes. Go to the other side of
room where the doors are. Open them up, and take out the next guard you find.
Ride the elevator. When it stops, watch the guys fall, then jump into the
midsection and go up the ladder. Your goals change again, this time to find the
secret base. Open the doors. Go to your left behind the boxes. Take out the
when he arrives, then inch forward.
The problem in the next section is that you've got several guards who can see a
mile away. So take the easy way out. Pull out a machine gun and take out the
first one you see, then wait for his friends to arrive. When they're all dead,
Now get up the stairs and into the office for Intelligence Item #4. There's also
another codebreaker if you need it (um, whatever). Go along the railing until
find another door. Code break it and go through. When you reach the elelevator,
you're at scene 2.
Boxes and Trees
Reasons why I didn't join international evil organizations: 1. The Leader
always killing the #2 guys, 2. Having some superspy shoot me, 3. All of the
to stack around.
Keep moving through the jungle and find your way to the Secret Base.
Intelligence Items: 7
#5: Next to the lunchbox close to the two security towers, or next to the orange
crates where you start the mission.
#6: On the planks after cross the mini-swamp.
#7: At the far end of the temple at the bench.
#8: Inside one of the temple towers, or sometimes on the ground next to the
#9: Along the rail next to the guard tower around the temple, or on the ground
inside the right side of the temple.
#10: Inside the barracks.
#11: Along the river behind the temple ruins.
The first thing I did was to pull out the crossbow and snipe the two workers and
the guard. Then look across the boxes at the sniper guard. Get rid of him. One
more guard awaits on the other side of the boxes.
Move down the dirt path. When you reach the bend, sneak so that the guards won't
hear you. Wait until they finish talking. Sneak around the corner and snipe them
as they walk away.
Now there's a problem. There's a guard behind a palm tree who can shoot beyond
it, but you can't. Remember how I talked about the UNITY ammo back in Scene 1?
Well, if you have your crossbow, put in the poisen darts.
This next part requires some real precision. Carefully go left and look up to
right. There's another sniper guard there. Wait until you can just barely see
face, then launch a poisen arrow at him. It is possible to take him out without
him seeing you (or him alerting his other friend).
Keep going around to the left until you see the last guard. Get rid of him, and
grab Intelligence Item #5 off the ground (sometimes this is back next to the
orange crates where you started). Follow the path until you see two more guards
in the distance (one's in a security tower). Snipe them out and move on.
Move to the right - there's a path between the hills. Cross the swamp and grab
Intelligence Item #6 off the boards. Keep following the path until you hear more
guards talking. Get rid of them. Further down the path is a bridge with three
guards. Here's a weird trick. Let them see you. Odds are the one with the rocket
launcher will blow them all up trying to hit you. Watch out while crossing the
bridge - some of the boards are rotten and will fall under you. When you get to
the other side you'll find some armor if you want it.
When you come back to the dirt road, you'll find another guard. Take him out
quietly, then edge forward until you hear the guards talking in the distance.
Give the guys a permenant vacation.
Turn around and follow the dirt road until you see a helicoptor go by. You'll
soon come to some temple grounds. Zoom in on the guard in the distance and take
him out. Problem is, this brings in his friends. So take out the machine gun and
mow them down. Good news is that one of them has the Geldmacher rifle for those
really long range shots.
At the other end of the temple ruins is Intelligence Item #7. Check inside the
towers for Intelligence Item #8 (sometimes on the ground next to the trail
And, while we're around here, check out the railings around the guard tower for
Intelligence Item #9 (sometimes on the ground inside the right side of the
Go through the right to find the hallway. Problem is, it doesn't matter how
you are - four guards come out to fight. So machine gun them and move on. To the
left on the floor is Intelligence Item #10. Behind the temple is a river. Go on
Check the ground around here for Intelligence Item #11 (there's two spots, but
they're both pretty much on the river). Towards the end of the river is a
security guard tower - and I couldn't find any way to sneak past. Move forward
until they fire a rocket at you, then back. Take them out, then move forward. At
the top of the pipe high above is a hook. Fire the grappling belt at it and ride
The good news: This is a short level. The bad news: there's a giant rocket that
has a good chance of turning you to a crispy critter.
Intelligence Items: 2
#12: In the underwater tunnel.
#13: On the table in the cafeteria.
Up ahead is a locked door that requires the blowtorch to cut through. Drop down
the ladders, then into the water. Move through the tunnels until you drop down
into the water again, and find Intelligence Item #12. You don't have much
Pull out the lighter and turn it into the blowtorch. Run up the ladders and weld
off the locks, then jump back into the water before the rocket fires. Off it
goes, and breaks the beams with it.
Get back up the ladders, and you'll find the windows have been broken, allowing
you inside. Move through and down the stairs with your good friend the machine
Get down the stairs and into the cafeteria (but watch out for another guard who
didn't hear the machine gun fire). Intelligence Item #13 is on a table. If you
move through the cafeteria and up the stairs, you'll find another codebreaker
some armor (but beware the guard).
Next to the cafeteria is a door. Use the code breaker to open it.
You've made your way through dense jungle, stinking swamps, a rocket launch
test, and the Crates of Death. And now that you've found H.A.R.M.'s secret
missile base, you just need to find some of the antidote and get out.
Something tells me it isn't going to be easy.
Intelligence Items: 6
#14: In the storage room close to the scientist locker room (sometimes out in
open storage area with the two scientists talking about the rocket).
#15: In the scientist locker room, sometimes next to #16.
#16: In the scientist locker room with three scientists inside.
#17: In the large controller room.
#18: With the astronaut changing clothes.
#19: With the astronaut changing clothes, or inside the radio room.
This mission is going to require a lot of stealth. Take out the construction guy
walking in front of you with an arrow. Move forward - there's two guards to
about doing the rounds. Take out the closest one with its the furthest away from
the camera, then sneak forward and to the right. This should put you in the best
position to take out the other guard out of sight of the camera.
Keep going right down the hallway (don't worry about the scientist - he doesn't
seem to count for detection). Listen to the guards talk, then take them out
Now, for some extra fun, go back into the courtyard. Move towards the scientists
until you hear them talk, then they'll go away. Snipe the guard wandering by.
move into the hallways until you find the storage room - you'll find
Item #14 on the shelves (sometimes out in the courtyard next to the scientists
talking about the rocket blowing up). Within this area is also a locker room >a
href="images/mission19d_004.jpg">with talking scientists. Snipe the one in the
locker room, then grab Intelligence Item #15 off the floor (sometimes this is
next to #16).
Don't worry about being seen by the scientists. Go on in and grab Intelligence
Item #16 on the bench. Now head back to the other side (where the two guards
talking before you shot them.) Open the door. To your right is a guard, so take
him out quick. If you cross the room to the other side, turn the valves. Now go
back and open the door. Get through, and you'll hear two scientists talking.
Sounds like another rocket takes off this afternoon. But you need to tell UNITY,
so its time to find a radio. Hurry back downstairs first, and wait behind the
pipes and watch the scientist get fried.
Go back up the stairs and take out the scientist (or else he'll hit the alarm).
Then look ahead and snipe the two guards. Once that's done, get up the stairs
into the room. Look, a radio.
Now that UNITY knows, you just have to find the rocket. Go down the ladder along
the side. Move down the hallway until you find two talking scientists. Hide
behind the barrels as one passes by.
This next part isn't easy. The only way I could figure out how to do it was to
sneak down the stairs and kill the guard downstairs, then back up the stairs to
take out the guard and scientist before they hit the alarm. Then grab
Intelligence Item #17. Go down the next hallway until you get the next mission
to find a space suit (like to see one that fits Cate). And luckily there's a guy
in the next room with one. But first grab Intelligence Items #18 and #19 -
(though sometimes one of them is back in the radio room) then shoot him in the
back of the head and take his spacesuit.
Space...The Final - Ah, You Know
Ah, Cate Archer, the first Operative in space. Too bad you'll have to blow the
whole thing up, kill just about everybody, and discover that in space, no one
hear you change your nylons. Ah, well. Find the antidote and figure out a way
Intelligence Items: 11
#1: Next to the first talking astronauts on the floor.
#2: Next to the telephones on Goldenrod level (sometimes under the couch in The
Pink Space Lounge).
#3: The Security Pass.
#4: In the Pink Space Lounge next to the couch on the second floor, or next to
the making out scientists.
#5: On the crates next to the Hydroponics lab.
#6: In the Hydroponics lab, or next to the swingset.
#7: Small roll of film in the lab with the codebreaker (or just across that lab
with the cheese).
#8: Pick up the Security Pass after using it.
#9: The floating envelope before the control room.
#10: Small roll of film in the main control room (next to the rooms that shut
the security system).
#11: On the walkway over the playground, or in the mutated plant bays.
Move forward and open the door. Turn right and listen to the astronauts, and
for Intelligence Item #1 on the floor. Keep going until you find Security
Goldenrod and turn right. When you find the telephones, you should see
Intelligence Item #2 (sometimes under the couch in The Pink Space Lounge).
Follow the hallway around until you find the Pink Space Lounge. While we're
there, let's go downstairs. Next to the loser pickup scientist is his Security
Pass (also Intelligence Item #3). Then go up the stairs and look for
Item #4 next to the pink couch (sometimes next to the making out scientists).
Leave the Pink Space Lounge and go around the corridor until you come to a
hallway entrance leading to the center of the Goldenrod sector. Go left at the
fork in the hallway, then left again (but sneak in to listen to the lovestruck
Now go back until you see the elevator. Take it down to the Chartreuse Level.
Look down on the crates - Intelligence Item #5 is right there. Go up the ladder
and through the door into the hydroponics area. In the next lab room is
Intelligence Item #6.
Turn around and down the next hallway. Hey, its a sign towards the secret labs.
But there's a security grid up. Get back to the Goldenrod level. Follow the
corridor to the far left side and call down the elevator. Take it up to the
Go left along the corridor until you find a door. Check out the labs inside for
Codebreaker and Intelligence Item #7 (the small roll of film, sometimes in the
lab with the cheese). But your real goal is the last lab room. Oooo - look at
gun. Of course, as soon as you do, a guard shows up. Shoot him and get out of
lab and go left.
When you see the guard, shoot him, then activate the screen behind him (your
security card should work) and go in. Grab the Security Pass back for
Intelligence Item #8. Look, ma, no gravity! Float up to the center and through.
At the end of the hall is Intelligence Item #9 floating aboyt. Take out the
guards then make it up the elevator. Go into Command Module A. At the end are
scientists (a meteor shower - doesn't sound good. But there are escape pods on
the Chartreuse level. Hm.) Look left and use the codebreaker on the wall. The
light on the wall should start flashing.
Now go into section B and do the same thing. The security system is off - but
alarms are ringing. Pull out your gun and get back into the main module. Pick
the guards. Make sure you check the panels for the precense of Intelligence Item
When you get back , you find several guards waiting. I found it best to dart
between the floating center area and the hall as you shoot the walls to draw the
guards towards you (since they can't get through the door for some reason - I
guess no zero-g combat training). When they're done, get down the elevator.
In Goldenrod level there's about 7 or so guards - just keep moving and don't be
an easy target. When you get back to the Hydroponics lab, check out the guard
From here go to the secret labs entrance - another guard in front and one across
the bridge. The one across the bridge is the problem at Superspy hardness. Best
thing to do is try and line up your shot before going in. Keep your eyes out for
Intelligence Item #11 on the bridge (or it may be back with the mutated plants).
Welcome to the Aquamarine section. Follow the hallway to the long corridor (and
check out the meteor shower. Pretty).
Now run your ass off and shoot the guard on the far side. Open the door when you
get across - if you don't, you'll get blown up with the rest of the space
Clock O' Destruction
Let's not waste time, because you haven't got any left. The station is blowing
up, but you're not leaving until you accomplish what you set out to do. So, um,
go do it. Or something.
Intelligence Items: 2
#12: In the room before the escape pods.
#13: Inside one of the escape pods.
You have 5 minutes to get your antidote and get out. Move through, and check in
the corners for Intelligence Item #12. Two scientists pop up and get out. Check
the escape pods for Intelligence Item #13. Go down the elevator they just came
out of. There's your antidote in the center of the room. Grab it.
Get back to the elelvator. Dang. It broke. Well, now start jumping up the
beams and lights (some break off, so if you hear something groaning underneath
you, get off it quick). Do it before time runs out, and get into one of the
Anybody else think it's cold?
All clues lead to the Baroness - she's got the cash, the motives, and she just
looks evil. But we don't know who she intends to blow up. Track her down to her
home and find out whatever you can.
Intelligence Items: 3
#1: On the floor past the first two guards (sometimes on the balcony you start
on the table).
#2: Past the window you have to jump through behind a barrel (sometimes on a
bench in a room close to where the guard stands under an icecle).
#3: Inside the Rook Nook, either next to the couch or upstairs.
I picked up the Carbine and the Crossbow for weapons, and left the default items
as they were.
While your spy buddy decides to go up the Gondola (here's hoping that no air
force pilots decide to fly by) you get to follow the Baroness.
Crouch down and follow the upper path to the left. Follow the bridge (sneak
quietly) over to the right. Follow the Baroness until she takes the right
Take out the guards as quickly and quietly as follow, then go down the stairs
Now get around the left corner and grab Intelligence Item #1 off the floor
(sometimes on the balcony you start at on the table). Up ahead are another two
guards. Snipe them, then move forward and up the stairs. Go right down the next
hallway, and around the next corner you should see the Baroness walking by. Take
out the next guard and keep going.
The next section of interest pops up as a birthday present hunting guard comes
by. The problem is, if you come around the corner, they'll see you. So instead,
double back and take the first door you come across - inside you should find a
room with a window looking at the two guards (whom, it would seem, cannot see
through glass). Snipe them with the carbine.
Beyound them is the secret gondola. Don't go ahead just yet - let's go back and
find some Intelligence Items. Turn around and go back to the last courtyard you
were in, then go inside the house past the stone fences. Go up the stairs and
grab the Geldmacher night goggles.
Go out the door up here, then follow the wooden path through the next house and
out the window. Up the stairs and behind the barrel is Intelligence Item #2
(sometimes on a bench in a room close to where the guard stands under an
Move down to the end of the hallway and open the window. Through the next
building you should see the Rooke Nook and inside is Intelligence Item #3
(sometimes this is upstairs instead).
That's it. Go back to the Gondola and you're done.
So far, the Baroness hasn't noticed you following her, but you can't bet that
will remain so. Keep away from the cameras and keep moving towards your target.
Intelligence Items: 3
#4: Next to the desk in the back warehouse (where the guards talk about getting
out of the business).
#5: On the desk next to the sleeping guard close to the briefcase rocket
#6: Next to the console where you need to use the codebreaker.
These are all the Intelligence Items you'll need for this mission, so don't look
to hard until Mission 23.
The Baroness is going up the Gondola, and you have to follow. But first, let's
shut down the security system. (Yes, that would be a good idea).
The first part is very hard to get by. Go to the corner and look ahead at the
guards. When their backs are turned, quickly round the corner and up the stairs.
As two guards talk about you (and they call you an "Operative". How cool :) )
grab some armor and the silencer for the Hampton.
Pop into the next room. Move through the next room and into the kitchen, and the
next room from there. Now look out the window - jump through it (but be
there's a camera right outside).
Get behind those orange boxes to stay out of site. Wait until the guard comes
around the corner, then take him out. Move forward and around the corner moving
left. There's a couple of guards talking about the dangers of being shot at by
superspys. Open the door on the building and duck inside.
When you hear a door open, come around the corner and take out the guard while
the camera is looking towards you (you should be able to use the building for
cover, then get rid of the body before the camera sees it).
Get inside the next building. Next to the desk should be Intelligence Item #4.
Move through until you find the storage area and the guard inside. Move past it
for now and open the next door. Leave the door on your right alone and move
through until you find the Briefcase Rocket Launcher. Grab it, but let's not use
Open the door to the next room and take out the next guard, and grab
Item #5 off the desk. Then get back to the storage area and take out the guard
(do it when he's closest to you so the camera doesn't see). Make your way to the
door on the other side. Inside is a codebreaker (but nothing in the car).
Go back to the storage area and open the door that should be to your right.
There's a guard singing Edelveis out there. Once they're done yodeling (er,
talking), quickly crossbow the two of them in the head.
Your next goal should be the door underneath the camera. Open it up and go
through, then tag the guard to your right. Now grab Intelligence Item #6, then
use the codebreaker on the console he was guarding.
All right, now you just need to find your contact. Get back through the
and retrace your steps. When you get to the area where you had to jump out the
window, stay low - there's guards waiting around. Jump back through the window
and into the barracks.
Inside the barracks just as your about to exit is another guard. Take him out,
then go to the back of the barracks (close to the window you jumped through and
open the door). When the guard and stops, shoot him through the door window with
the crossbow. I only found one way to get rid of the other guard.
Walk to the stove oven and hit it (with your fists). When the guard enters the
building, machine gun him down (nobody's left to care, and the camera's don't
have ears). Sneak past the cameras through the fence, then open the large door
Your contact has some interesting news (and an interesting name). It seems
you can't get through the main gondola - but there is a service gondola
(relitively) unprotected. But to get to it you'll need a snowmobile (see - those
lessons did come in handy).
Intelligence Items: 0
Move forward and to the right. Now turn around and when the guard walks by, get
rid of him. Move towards the left. There's another guard walking the upper
walkways. Move towards him, then hide behind the boxes to your right. Check out
the guards ahead.
These guards have inhuman eyesight. I used the boxes to hide behind until I
barely see to the right, then sniped the upper guard. After this, get rid of the
other two guards quickly as silently.
Be cautious when moving forward, because there's a guard up and to your right
likes to shoot at you. So get rid of him too. Now move towards the large wooden
gate and the door to the right.
Go up the stairs. Take the door closest to the staircase, then open the first
door to your left. While you listen to some folks talk about the Bently, get
out onto the balcony and listen close. There's a guard who likes to come out and
cause trouble, so just wait for him. Wait until he walks by then take him out.
Now go left. Hide behind the open door until the guards are done talking. Then
inside and kill the fickle bastard and his friend. Look out the window and snipe
the guard below, then move out of the room and down the hall to the right side.
The last room has another guard to shoot just to get rid of him.
Now go back to the room where the two guards were, and go out the window onto
balcony. Get down onto the ground through the roof. Follow the road until you
the towers and spotlights. Get into the far twoer and up the stairs, killing
Your real goal is the grate in the middle of the courtyard. Pull it off and hope
The ice breaks under your feet. Get down and move forward as fast as you can,
shooting off the lock. Your goal is ahead and to the right where the thin hole
the ice is. Shoot the ice and jump out.
You have five minutes to get warm. Go right and whip out the machine gun. You'll
soon run into a guard. (Here's a fun trick - if you rush ahead and get the
signpost between you and rocket launching guard, he'll blow himself up.) Jump
over the ledge and go over the ice bridge. The next problem spot is where the
path narrows along the side of the mountain. Hug the mountain as close as you
so you don't fall off. Past this area is a cabin to your right. Go on inside and
You've got warmth, you've got shelter - what more could an Operative like Cate
Archer need? Oh, just some little things. Guns, bullets, rockets, snowmobile,
armor to protect her from whizzing bullets, and of course the path to the
Baroness's mansion to save the world from destruction.
Intelligence Items: 0
Before you leave the room, open up the red box to find the scope for the AK-47.
Now go outside and grab the snowmobile - just make your way through the valley
until you see a bridge overhead. (Keep the throttle on so you can make the jump
over the ravine). When you do, pull the snowmobile over, get out, and snipe the
guards. The best thing to do is to kill them from left to right (or else they
notice the other falling down).
Keep going forward through the tunnel. When you see a guard off in the distance,
get off and snipe them and keep going. Remember, at Superspy level they'll have
perfect aim, so best to take them out ahead of time. If you have a silencer with
the machine gun, its not a bad idea to use it.
You'll finally reach the next gate, and there's a rocket launching guard waiting
for you. The other two guards are in the tower and next to the tower. Just be
patient and snipe them all out.
There's some UNITY ammo next to the fence waiting for you. Now look up at the
generator cabin. Shoot the red barrels to shut down the electricity, then weld
the lock off. Snowmobile your way ahead. When you get past the narrow bridge,
keep an eye out for more guards. Around the next bend are another three guards.
The next excitement comes when you see a fence with Danger signs around. Put on
your sunglasses and activate the minefield feature.
After the minefield, there's a bridge and more guards. I used the shoot and pull
back method - wait for the ones on the ground to come to you. The good news is
that one of them has the Galdmacher for long range sniping. And ammo.
There's another fence up ahead. Hug the mountain so you can get to the crates on
the right side. Wait for the guards to finish talking, then jump on top of the
boxes and over the fence, then kill the guards.
Move through the tunnel. When you get passed the crates, sneak forward and keep
your eye out for the guard. There's another two guards past him, so get rid of
them and into the elevator.
When the elevator stops, look out the front door. Take out the wandering guard,
then look up next to the gondola and snipe the far guard. Now look up and to
right and take out the guard standing up there. There's another guard to your
left standing with his back to you.
Your next guard is in the second tower. Now just take out the last two guards,
and ride the gondola up.
Better Homes and Gardens Presents: Death Trap Homes
You've made it this far. Just a little more and you can discover what evil plot
the Baroness has hatching in that fiendish little brain of hers. Or, if you
lucky, you'll find a great recipe for shepherd's pie. Either way, life is good.
Intelligence Items: 6
#1: On the beam where you first start out (sometimes on the shelf after getting
off the rafters).
#2: On the fireplace mantle (small roll of film), sometimes on next to the boots
before going downstairs.
#3: On the toilet in the bathroom, or on the floor where you get into the attic.
#4: In the room with the ladder leading to the attic (otherwise its on the shelf
where you climb the ladder behind the generator).
#5: On the bench along the wall close to the elevator (otherwise its on the box
next to the grate and double doors).
#6: On the bookshelf past the locked fence and boxes (sometime back on the boxes
with the fence).
As always, the 9mm, crossbow, and carbine are your good friends.
Get rid of the body remover and go for the sunglasses. Reject the silencer for
the 9mm and go for the scopes for the crossbow and the carbine.
Go to the right along the wooden beams and pick up Intelligence Item #1
(sometimes on the shelf after getting off the rafters). Keep going right into
next room. Go through the hallways until you find the spiral staircase and go on
down. When you reach the room with a fireplace go to the left and take out the
wandering guards. Now turn around the look on the mantle on the fireplace for
Intelligence Item #2, sometimes on next to the boots before going downstairs.
one more - Intelligence Item #3 is on the toilet in the bathroom, if its not on
the floor where you get into the attic.
Turn around and go into the gondola area. Enter the door to your right into a
small storage room. Be cautious when opening the next door; two guards patrol
area. Crossbow them then enter the first room to your left and find Intelligence
Item #4 (otherwise its on the shelf where you climb the ladder behind the
Move through the machinery room, and in the next hallway open the door to your
left and take out the pacing guard. (I'm guessing he's walking that much to keep
warm). Go back inside and down the hallway. Keep an eye out on your left for a
ladder. Upstairs is some ammo if you need it.
Go down to the end of the hallway and look up. Take out the construction worker
so he doesn't catcall you. Turn the corner to your left and look at that -
Intelligence Item #5 (otherwise its on the box next to the grate and double
doors). Keep moving ahead, and when you reach the next hallway, watch out for
Go back to the machinery goom and into the room where you found Intelligence
#4. Go on up the ladder. Go all the way up through the grate. There should be a
small hole to your right. Follow it back outside onto the overhang. Move
forward until you find a window. Drop on down the boxes and pick the lock on the
fence. To your right you should find a small bookcase with Intelligence Item #6
(sometime back on the boxes with the fence) on the floor. While your up here,
pull the lever on the circuit breaker.
Drop back down and take the elevator. Move forward and down the stairs. Now just
enter the courtyard and-. Ah, crap.
At last, face to face with the Baroness (all right, so you met her once, but
you really didn't talk to her). It wouldn't be so bad if you weren't behind
At least she leaves you Armstrong for company.
Maybe this is the start of a beautiful friendship. Or a plan for escape.
Intelligence Items: 2
#7: On the bed where you fight Armstrong.
#8: On the box close to where you find your equipment.
Well, captured again. And you're infected with the chemical. Dang. Now you have
to find the antidote before you go boom. During the conversation, just keep
insulting him until you push him too far, then fight him.
At Superspy level, this guy is practically invincible. But here's a trick. He
three attacks - a punch, tossing grenades, and punching the ground. Stand about
feet from him and wait until he punches the ground. When he's about to hit the
ground, run forward. Then jump on his head - he can't hit you from here. Now
look down and kick his ass.
Once its over, he'll tell you about the safe entrance behind the woodpile. Get
back into your cell and grab Intelligence Item #7 off the bed. Now just get out
the big door (its the only way out). Follow the hallway and look at the floor -
there's a coin on the floor.
When you see three stain glassed windows, go left and out the window. Use the
stone buttresses as cover as you sneak to the right and into the next window.
throw the coin to distract the guard (I find between the fence and the beam is
best), then sneak around to the table, grab your stuff, then sneak back around
behind him for a head shop (it is possible - just not easy).
Exit the room, and quietly move forward and around the left corner. Take out the
guard there, then keep moving to the left. Intelligence Item #8 is sitting
Go back (and take out the wandering guard), then head down the stairs. You'll
a chain length fence. Move right and under the opening (and grab the armor if
This next section takes some finesse, but can be done without setting off the
alarm. Open the door and stand back. When the upper guard walks by, shoot him
with the 9mm, then turn around and run, switching to a machine gun. Two guards
will follow (and thus be out of sight of the spotlight). Swing around the boxes,
and when they come through, blow them away. Go back to the door and time the
light, then quickly get to the door. If you press yourself against it, the
spotlights don't see you. Blow-torch off the lock, push the log on the log pile,
and you're on your way.
Let's get into this quick; the clock it ticking. If you don't reach the
antidote in time, you're dead. Move!
Intelligence Items: 0
You just can't sneak this area - as you're coming down the elevator, you're
spotted. Just avoid the cameras. Get out and go left to take out the first
then go up to the walkway and get rid of about three or so other guards coming
Follow the walkway behind the elevator and down the ladder into a locker room.
Inside the locker is some armor. Go through the next hallway and - gas! No, gas!
Aggghhh - wait, you're not dying. Stay calm and look up. A hook - grapple your
way on up. Get up and out, then shoot the guards below. Take the ladder down and
turn off the gas with the lever.
Get out and to the left. Get rid of the two guards and keep moving ahead. Move
past the stairs to your left until you come around to a room with grating
(Past the scientists, up the small stairs). Push the big red button next to the
scientist cowering to move the antidote sample, then get back to the clear
area. Open it up, and "ta-da"! You're cured.
Now you just need to find the Baroness's secret lair. Turn around and go up
stairs I just said to ignore. Take out the guards and go left to open the grate.
Move through the hallway until you reach Scene 4.
Now that your burping problem is fixed, its time to do what you came for - to
get the list of who's going up in flames next. But let's look at the nice, shiny
Intelligence Items: 6
#9: On a box either on the left or right from the starting point.
#10: In the monitor room overlooking the trainn station (sometimes on the boxes
around the monitor room).
#11: In the shark pool or on the table overlooking the shark pool.
#12: On the shelf with the goat lover, or in the cafeteria right next door.
#13: Finding the secret room.
Sneak forward and take out the two workers on your left. Then turn around and go
to the end of the hall and look for Intelligence Item #9 on the boxes. Then get
back where the other two workers were, and follow the hallways into the hanger.
If you have the 9mm, you can shoot the guard on the right forward platform
without causing a major fuss. If you've got a good eye, you may be able to take
out the guard on the left as well (though that makes the guard on the right
Sneak forward until you see the construction worker and get rid of him. Open the
door. Listen to the guards playing fish - you can take them out if you want, or
just sneak past them. Keep going until you find the train to the Baroness's
Take out the remaining guards then move up the stairs. Inside the monitor room
Intelligence Item #10 (sometimes on the boxes around the monitor room).
Keep going. You'll find a barricaded door up ahead. Ah, this must be the
room. Nice. Cozy. Batman would love it. Jump into the water to grab Intelligence
Item #11 (sometimes up at the table and chairs overlooking the shark pool)- but
avoid the shark and get under the tunnel into the next room as gunshot reign
overhead. From there get onto the platform and up the stairs.
When you reach the next hallway, go left first into the breakroom. Shoot the
guard at the soda machine first (since the other one has to run to get his gun).
One of the guard carries some cynanide bullets.
Now go to the next room for some...disturbing discoveries. Inside the goat
lover's room is a codebreaker. Intelligence Item #12 is behind the construction
Around the next corner are another two guards, and an elevator past them. (Looks
like they used the same one from the space station). Ah, now isn't this more
cozy. If you like stainless steel walls in your fireplace den. Grab the armor,
then pull the lever on the coffee machine for Intelligence Item #13. Now you
need that list of names. Go through the newly revealed secret tunnel. At the
end of the tunnel take out the two guards and go on into the office. Push the
chair on the button (or is that button on the chair?), then code break the lock.
Grab the list inside for Intelligence Item #14.
When you're caught, quickly kill the guards, then run out to the "secret
No More Coffee Breaks
All right, we've got the list, we've got the antidote, and now the forces of
UNITY are here to fight off the forces of H.A.R.M. (which we still haven't
figured out what that means). Now if you can just get out of here alive before
the Big Bang happens, you can get a spot of tea and relax.
Intelligence Items: 1
#1: Take a picture of the book in the film room.
You're going to need the sunglasses if you want the Intelligence Item, otherwise
the Geldmacher's a good choice, crossbow, and grenade launchers are wonderful.
The first thing you run into are two guards. Snipe them with the crossbow and
take their weapons. When you get into the dining room, you have to fight. Take
out the machine gun and hug the wall, and when they reload, come out and gun
down. Grab the armor before leaving. Open the grate in the far wall and turn
left. Crossbow the next two guards, then take the door to the right. Watch out -
the woman in the afro up on the railing has a sniper rifle. Fight fire with fire
with the triple zoom Geldmacher and peg her between the eyes. Once you shoot her
she'll come running down. Now, this woman is one tough bitch. Turn around back
the grate hole you just came out of. Shoot her from there - if you don't, she'll
head tag you every shot, and you'll be dead in two.
Run up the stairs and to your left, then forward. Around the right corner is a
secret door, and inside that is a room with some UNITY ammo and Intelligence
#1. Now turn around and go right (as your going up the stairs). Keep going and
look at the wall. Does something look strange? "Use" the picture to reveal a
hidden door. Go right and open the other secret door there. Crossbow the three
guards inside. Go to the fireplace and hit the lever to find three more guards.
Get back into the wallspace and through the grate opening. You should be
overlooking the room you already came through. At the end is the Barcelev
Corrector. What does it do? It's a sniper pistol with 2x zoom.
Now go back to the room past the fireplace. Open the secret door next to the
To your right should be another grate, and a guard standing in the middle of the
room. Snipe him. There's another three guards past him. I find by pulling back
and going left, you can crossbow snipe them without too many problems.
The last door to your right should be unlocked. There's an elevator below, but
you can't use it yet. Keep going forward to grab the armor if you need it.
Well, no other choice but to drop down and take the elevator. Or use the lever
the side. Whatever works for you. The guard below is your friend - but as soon
the door opens, hordes of guards try to rush through. Gun them down. (I found
or two shots from the corrector could do a world of damage).
Get out. To your right is some ammo, so go left (since you don't need it). Take
out the three guards, then open the gate. Open the next big door, then machine
gun the guards inside (oddly, you can't crossbow them).
Take the door to your left, then get rid of the two guards. Now, arm yourself
with the baddest weapon you can find (my choice? The Corrector). Another one of
those girls is behind the next door. About the best thing you can do here is
fire, retreat and look for cover, then do it over again. The good news here is
that she likes to look for cover as well, so that gives you some time to act.
Once she's dead, move forward. The third of the nasty girls is ahead with a
sniper rifle, but unlike her afro sister, she doesn't come after you. So play
hide and mouse with the sniper - take a shot, then get back and wait for her to
shoot, then do it again. She's easier than the other two (or so her boyfriend
When she's dead, move out. Jump onto the boxes to the left, and from there get
onto the railing. Work your way all the way around until it drops into a small
alley with a door at the end.
Run from the burping man!
The escape is successful! We've got everybody on the choppers, and we're
leaving the Baroness's hideout as quickly as we-
Wait. Where's Archer?
Intelligence Items: 1
#2: Destroy all 8 helicoptors to get this Intelligence Item.
Sneak forward and take out the two guards, then pull the switch and jump into
gondola. Now you'll be attacked by a series of helicoptors. For the most part,
keep your head down and keep firing.
The first one will come from the right, then 2,3,4 from the rear. 5,6 from the
right. Defeat them all for Intelligence Item #2. Now watch the fireworks.
When you come back, quickly pull out the grappling belt. Just lean out the door
and fire to get out.
And now...Volkov! Move to the right and grab the armor. Wait until he stops
shooting, then run like mad to the left and forward to drop down behind the
icicle that drops down. Now work your way to the right and up the path, using
icicles for cover. When you reach the gun, take position, and start shooting him
as he pops out from behind cover. Once he's gone, its time to head home.
Please deposit 25 cents
Now that you've taken care of everybody who needs to be taken care of, let's
get back to UNITY and take a well deserved break.
Oh. Yeah. Her.
Intelligence Items: 2
#1: Next to the telephone booth where you start the mission.
#2: Straight ahead (from where the Baroness was standing) into the building for
roll of film.
Grab the antitoxin. That's the most important thing to grab.
When the baroness shows up, just shoot her in the head quick. And great. She
her own poisen. Move quick and get everybody off the street before she
Turn around and grab the UNITY ammo. Take out the guard above you, then move
forward and look on the ground next to the telephone for Intelligence Item #1,
then run into the room on your right for Intelligence Item #2 (the small roll of
film), then move forward and to the left - Person #1. Turn right and forward -
Person #2. Forward again until you reach the streets, then to the left - Person
#3. Person #4 is right behind them. There might be a shooter above to worry
about. Now go past the courtyard and to the right for Person #5.
Go back and through the tunnel. Open the door to find Person #6 and Person #7 -
look left for Person #8. Go left through the hallway and past the boxes for
Person #9. Keep an eye out above for another H.A.R.M. agent. Now run forward
the guard above if you have time) to find Person #10 and #11.
Now just sit back, and watch the just desserts. And learn why you should never
have more than three bean burritos at once.
All's Well That Ends Not
Back at UNITY headquarters, Cate finally gets her reward for a job well done.
She gets to go home and take a bath. But there's one more loose end to tie up,
and the biggest surprise of all...
Intelligence Items: 3
#3: On the steps of the church.
#4: Next to the antidote on the tombstone.
#5: Beneath the door in the left area of the gravehard.
Well, all's well. The bad guys have been defeated, and everything's over.
Well, almost. One last enemy to defeat. Without giving away who it is, let's
tell you what to do. Intelligence Item #1 is on the steps of the church,
Intelligence Item #2 is next to the antidote on the tombstone, and Intelligence
Item #3 is beneath the door on the left area of the graveyard.
Now, to defeat the bad guy. Grab the UNITY ammo and hide behind the tombstone.
Move to the right and take pot shots at your target. If you have time to get the
Intelligence Items above, then do so. Just make sure you grab the Antidote since
your enemy uses poisen bullets. A pretty easy fight. But rewarding.
Now watch all the questions and answers fall into place...
Congratulations for completing No One Lives Forever on the Superspy level - and
thanks to Monolith and Fox Interactive for creating this fine addition to a