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Brighton Beach Memoir Objective: Escape from the beach.

Following the long cut-scene which introduces the story, you wake up on a beach. You have no memory, no idea of who you are or how you go there. The only thing you have are a few precious snippets of a life that hardly seems to belong to you. Sounds like a good start to one swell mystery. As you awaken, a gorgeous Baywatch babe hovers over you. Don't worry, the grogginess will come to pass... eventually. Follow the girl across the beach. Save your trigger finger for another day. You have no weapons and this is one of those Max Payne-type moments of mild delusion. Sit back and enjoy. After walking for a moment, you spot a helicopter, which induces a flashback. In your memory, you're being chased in a boat. Head down the hall and to the left. You'll flash to another moment, where a man is running towards you. You're trapped. Turn any way you like, you end up being shot and falling overboard. Looks like you know how you ended up on the beach. Mystery solved... horray! Oh wait, there's the whole rest of your life still clouded in a haze. Guess the game isn't over just yet. As you awaken, the lifeguard goes to answer a knock at the door, only to end up victim to a hail of bullets. You gain control of yourself and rise from your bed, picking up some Throwing Knives the lifeguards like to keep around just in case. The goons coming for you assume you're still knocked out, which provides you with a distinct advantage. Take out your Throwing Knife and move towards the locked door near the bed. There's a guard standing with his back to you. Aim for his head and you can kill him with a single throw. With the guard dead, it's time to find the key that will unlock the door. First, though, go to the medicine box on the wall. When a Hand Icon appears, hit the Action Button to open the box and grab the first aid kit. Now head into the back room. Though this next goon outside isn't aware of you, he can spot you, so you need to move quickly. Grab the 9mm from the table to the right. The Key is on the table by the table against the window, and there's a Book on the table to the left you can pick up and throw (there's also some scissors that act asThrowing Knives). You have time to grab all these before the goon appears. Try and headshot him with the book. If you miss, whip out your pistol and take him down. Grab his .44 and the box of Ammo on the bench by the door, then head to your first victim. At the door, hit the Action Button to unlock the door, then head through. Grab the welcome 5.56 Kalash from the dead body along with Ammo off the crate ahead. Don't get cocky kid. A helicopter flies overhead, having dropped off some men on the pier. Don't waste your bullets on the helicopter and crouch down as the men will start firing at you immediately. You can switch the Kalash from Auto to Burst fire with the Secondary Fire button. Take down and wait for the two men to come up the pier. As they turn the corner, waste them. Head right and grab the Full Med Kit on the wall of the last building. There's nothing else here, so return the way you came and continue down the length of the dock. The is a sniper atop the cliff to the right. Stop what you're doing and aim for him. It's hard to get a headshot on him, but a few rounds from your Kalash should do the trick. Move forward and take care of the goon running along the dock. Not much further you'll spot a second sniper to the right (a red box highlights him as he enters the screen). Take him down quickly and move forward. A goon with Throwing Knives appears. Don't waste your ammo. Use a Knife or at most the .44 to snub him. The boat that passes can be ignored as you can't get this evil, evil man just yet. Who is he? Come on, that's why you're playing this game! Another helicopter comes, dropping off two more goons at the pier. Use the boats for cover and take them down. Your means of escape is just ahead in the form of a white truck. There are two goons guarding the truck directly, but also two on the hill behind the fence to the left. If you don't have any more Kalash ammo left, you'll have a hard time taking out the two behind the fence. However, if you move to the fence in a crouch, they will have an incredibly tough time hitting you. Use the fence as cover from them and take down the two goons by the truck. One of them has the key to the truck -- Grab it. There's also a box of . 44 Ammo behind the hut. If you feel the need to kill the goons behind the fence, crouch next to the back of the truck to use it as cover. From this distance you can hit them with shots from the .44. When all is clear, head to the driver side of the truck and use the keys to get in. Congrats on passing your first mission of XIII, but it's a long way to go. Watch the cut-scene which leads you to...

Winslow Bank Objective: Access the strongroom without killing the bank staff. You arrive at Winslow Bank, key in hand. Because of bank security, you cannot bring any weapons inside with you. Sure, everything is peaceful at the start, but you know it's gonna get bloody soon enough. Walk to the teller on the left. Don't be stupid and try and punch people as it instantly ends the mission. Okay, do it once to the customer to the right, just for fun. The Teller knows you -- Mr. Rowland! -- and asks for your key. You automatically hand it over. Follow the teller into the vault where a very, uh, friendly guard greets you. They give you access to main vault. Though there are fun-looking stepladders and lots of safety boxes, the only thing you can do it head to your own box, which is located all the way at the back of the vault -- look for the red box highlighting your target. Use the key to unlock the box. There's a briefcase, which you grab, and some explosives, which start to make an unappealing beeping sound. Move back to the next row of boxes. You'll see a flashback offering more clues to your past. The explosion goes, but so long as you are at least one row back, you'll be shielded from the blast. The big kaboom leaves a hole in the wall where your box once sat. Head through and into the access way behind the vault. Make your way to a ladder and climb it to a ventilation shaft. Crouch and crawl through until you reach an apparent dead end thanks to a vent grate. Give it a punch and hop out of the vent. You have now regained two of your lost skills -- Sixth Sense and Stunning. You can read about these in the Basics section. You'll need your Stunning skill as your overly-friendly guard has apparently made himself available to be your first victim. Move slowly behind him until you see a Red Hand Icon appear. Attack and you will give a little Vulcan love tap that knocks the guard out. Grab his .44 Special, but keep it tucked away for now. Remember, you can't kill the staff, but you can feel free to know them out. Head up the stairs and you'll come across a chair. Pick it up. A guard patrols the area above. Move slowly and wait for his back to be turned, then sneak behind him and give him a good hard whack to knock him out cold. Continue to make your way around the perimeter. Each side has another guard, but there is always a chair before you reach the guard. Do the sneaky sneaky and whack them one at a time with a chair. You'll pass an elevator and a locked door, but you cannot access either at this time. Go to the final door, markedDirector. Open the door, then grab a chair from the hall and head inside. Beyond the glass you see a guard and the Bank Manager talking. Stand to one side of the door to the right, which is locked. When their conversation ends, the guard comes through the door. Wait for him to pass, then whack him from behind. In the Bank Manager's office is an open briefcase filled with money you can't take. Not the odd symbol on the inside of the case. Hmmm... Grab a chair and get to the door, but don't open. In the next room are two patrolling guards. One moves in an L pattern from the door you're at, left, and then around the corner of some bookshelves in the next room. The other guard walks a north to south pattern directly in front of the door. How do you avoid being caught? Stay still and watch the 'Tap Taps' of their feet, which show you their distance. When you don't hear anything from the guard to the left and the guard straight ahead if receding, open the door. Go left. Wait at the corner for the guard to appear and whack him. Then return to the door and whack the other guard when his back is turned. With the room cleared, grab the Medpack resting on one of the tables between the bookshelves and head to the back right of the room. There's a breakable grate above a small desk. Hop on the desk, smash the grate, and crawl into the vent. It's not a long crawl before you reach the next breakable vent. It's safe in the hall, so don't sweat being shot at just yet. A woman in the next room is complaining that if this robber (you) just took a hostage, they could kill the stupid alarms. Ask and she shall receive. Sneak up behind her. If you hit the attack button you will knock her out, but if you hit the Action Button when the Hostage Icon appears, you can grab her. With hostage in hand, you can still attack with your free hand. To let her go, hit the Action Button again. As luck has it, this woman has a Pass Card resting on the table, which means you now have a Pass Card. Go to the door and use the Pass Card to unlock it. In the next room, to the left, are three armed guards. They have no qualms about shooting you, but they won't dare fire at the gal in your arms. Face her directly at them. Back away, keeping your human shield directly between you and the guards. Should you turn, even to look another way, and they'll shoot you. As you reach the corner, hug the left wall. You need to move quickly so that the guards don't get too close. Keep the Pass Card out. As soon as you pass the elevator keypad, turn

to the left and swipe your card. You instantly release your hostage and the guards attack. Get into the elevator as quick as you can and hit the button on the right to send the elevator on its merry way. As the elevator reaches the second floor, you witness several goons offing the guards. These guys are not bank staff and therefore are free to be shot down like rabid dogs. Head left from the elevator and don't pass the door to your left. Let the enemies come to you. There should be two or three that come at you. Once they are gone, head through the door on the left. Be careful, as one of the baddies occasionally remains in this room. There's a Full Medpack on the desk to the right and a Shotgun on the floor. Move to the other room and head through the door back into the hallway. At the open door at the end of the walkway are stairs leading down and an enemy to the left. Take him out (a shotgun blast is a lovely thing) and look to the right. Instead of heading downstairs (which leads to a dead end) go through the charred entrance. Outside on the fire escape above is one last baddie. Take him down, then hurry down the fire escape. As you touch down, a surprise awaits.

FBI Offices Objective: Rejoin the soldiers on the rooftop without killing any FBI agents. Following the events of the cut-scene, you are handcuffed at the local FBI office. Sit tight and listen to the monologue, which thickens the old plot. A explosion rocks the building and the room is emptied. At this point, the woman from your briefest memory appears and frees you. Now you just need to get to the rooftop in one piece -- without killing any Feds. First, head over to the girl who warns that Mongoose is after you. Who is Mongoose? Well, that remains to be uncovered. The one thing you do know is that Mongoose isn't all that fond of you. There are two types of enemies on this level, Feds (who all wear FBI-labeled jackets) and agents of Mongoose (who wear street clothes). The Feds can't be killed or the mission ends, but you can blaze a hole in the other baddies you find along the way. There's lots of side-paneling in this room that can be moved about, but it reveals nothing. Head to the lone door and pick up the Document conveniently left on the floor. There's a pan you can grab off the table to use as a weapon. And you will need weapons for what's to come. Down the hall to the left are two Feds. Run straight ahead from the door to avoid being seen. There's a vent on the floor. Smash the vent, then grab a chair and get to crawling. Smash through to the other side. As you do, one of the two men from the hall enters the room to check on you. Stay to the left wall and as he passes, smash him over the noggin. Grab his gun and you are set. Before leaving the room, check the panels on the wall to receive Ammo and aMedkit. The other stooge in the hallway ran off, so you can exit the door without worry. Go straight across to the other door and into a small server room. Move around the computers to find another Medkit and a vent. You can't actually crawl through the vent, so its purpose is merely cosmetic. Head down to the end of the hall where a bookworm Fed begs to be left unharmed. Don't buy the act. Clobber him and move through the door. In the next room is a goomba with a gun. Charge him the moment you open the door and whack him with a chair. Smash the boxes and then the vent and crawl through. Sounds like Mongoose is storming the building. As you exit the vent, ignore the Brick and whip out your gun. Remember that Feds are in blue jackets. Anything else is fair game. Also note Feds have a bit X over them when you aim, so they are easy to avoid "accidentally" shooting. There is one scumbag in the hall you can waste. Don't assume the Feds will be happy with the help. They'll come after you. Duck back towards the vent and grab the brick. Use these to knock out the two Feds. In the hallway, look for a vent on the floor. Crawl through and travel the full length. As you exit the vent, there's another Fed in the hall. Take him down and then take out your piece. Go right and into the workout room. Open the door and shoot the kneeling goombah in the next room. Don't enter the room yet, as another baddie storms in. Shoot him. As you cross the room, a Fed runs though the hall (you can see him through the open door), with a baddie chasing him. Ignore the Fed and shoot the bad man then head through the way they came. You'll see the scorch marks from the forced entry, but before heading through the hole in the wall, head through the closed door next to it. In the sliding panel you'll find another Medkit. Open the other door in the room to find a baddie with a Shotgun about to open up on a Fed. You likely won't save the Fed, but you can save some of the ammo left in the Shotgun by shooting quickly. As you open the door, aim towards the right

and plug the bastard. In the closet behind the dead baddie are some extra Shotgun Shells. Sweetness. Now head through the forced entry point. There are no more Feds to bother you, so it's guns a'blazin' from here on out. Switch to the Shotgun as it will help you out far more than your pistols. Head up the steps to find an empty room with a cabinet in the center. Head to the cabinet. There are several enemies in the room beyond and the cabinet provides good cover. Stay in your current room and induce your enemies to come through the door, where you can slay them easily. With the room clear, head on through. The next room features more baddies in waiting. You have no cover in the room you are in, but don't charge in. Instead, move against the door and let the fools come to you. With that room cleared, head inside. To the right are several doors leading to the same large room, but first look for a narrow door with some stairs leading down. This takes you to an empty room that has a Shotgun,Shells, and a Medkit. Once restocked, head upstair and through the right side set of doors. To your left there's potential for two baddies to come through the doorway. Sometimes they choose to stay and wait for you to get to them (which you will shortly). Hit them hard if they show. Be careful not to step in the middle of the floor as it is about to break (you can see the lines showing where not to step). Two goons are below. You can take them out from above. With those two fools dead, step onto the bad part of the floor and ride it down. There's only one way to go. Climb the rubble and take out the two goombas if you didn't do so from across the breakable floor. What follows is just as before. You enter a large room and a few goons in the connecting room react. Get to one side of the door and let them come to you. These guys are really, really stupid. Stop with the sweating, you're done with the action for now. Make your way through the remaining rooms and to a hallway. Head to the end and crawl through the hole in the bottom. Reach the ladder and this mission is over. Good work mystery man!

Major Jones Objective: Follow Major Jones and make sure she doesn't die. Feeling lonely in your mission to uncover your identity? No longer as you're about to gain a partner. Climb the ladder to meet up with your mysterious savior, Major Jones. She explains that the two of you need to get out of dodge pronto. No arguments there. It's time to hop some rooftops and gain a few new toys to boot! After the short chat, Jones heads towards a wall. Walk up to her and she'll give you a Grappling Hook. There's a girder waaaaay up high that you'll need to use for your ascent up the wall. Ladies first, of course. After Jones goes, activate the Grappling Hook from the Item Inventory. Aim at the girder until the Grappling Icon appears and fire with the Action Button. Ascend and descend on the line by using the Fire and Alt. Fire buttons respectively. When you see the roof and the lovely Miss Jones, swing back and forth and hit the Action Button to release the hook and land on the roof. Skip on over to Jones, who explains she's waiting on a call from her informant. Before you can get to rekindling your relationship (surely you and here must have been lovers... pleeeease!) snipers appear on the rooftop across the way. Follow Jones to cover, where she hands you another new toy -- A Sniper Rifle. The Alt. Fire button zooms in twice to allow for maximum accuracy. Crouch near Jones and aim at the sniper on the left side of the roof. Once he's down, move along the wall until the sniper on the right comes into view. Put him down and put away your rifle.

Jones now provides you with cover so you can go to the crane at the edge of the room and grapple it. Descend to the building below. As soon as you hit the ground, whip out your Shotgun. There are about a halfdozen baddies here. The best place to be is in the back left corner, using the wall of the small room on the roof for cover. Let the men come to you. When all are dead, Jones reappears. Leave her be for now so you can gather some goodes.

Inside the room are some Shotgun Shells and a Medkit. There's another Medkit resting on the wall near where you first touched down (to the right of the spool). You're not done yet. See the stairs just beyond where you picked up he Medkit? Jump up to get up the step and take the stairs to the top. Enter the empty room. Open the cabinet to reveal a Kevlar Vest, .44 Ammo, and a Full Medkit. Once you have everything, go back downstairs and rejoin Major Jones at the door on the other side of the roof.

Jones has unlocked the door so it remains for you to open it. However, there's a baddie just beyond and it's a close-quarters battle. The Shotgun is called for. Crouch as you enter. There's a goon behind the overturned table. Quickly move to the left to get around the table. The baddie may roll out to greet you, so be ready. If not, as soon as you reach the corner of the table, turn and fire. Follow Jones out the door and up the stairs. Run and jump across the gap and rejoin Jones at the door, which she unlocks.

Ready a grenade and open the door. Immediately toss the grenade inside and let it pop. There are two goons. If you miss them, they will cower on either side of the room against the entrance. Take them down quickly. Inside the room you'll find a Sniper Rifle and a Medkit. Since you have the extra rounds now, switch to the Sniper Rifle. Stop at the doorway and zoom in on the roof as there's a sniper directly ahead of you. Take him down, then hit the roof and head right to find the next sniper. He likes to run around, but stay focused on the open area (the only place he shoots from) and pop him when he appears. Lastly, head left to return to Jones where you can spot another sniper on the roof to the left of the first one you laid down.

With the snipers sniped, Jones make her move. Leap across the gap to the next roof and follow Jones through the fence she kicks in. Many baddies are coming and Jones kicks things off by chucking a grenade at a building. As three burning enemies flee, mow them down. This is the first time Jones is really in danger. The remaining baddies will try to shoot her as she hides in one of the pipes on the ground. Very heroic of her. Stay nearby and waste those who come for her. When everyone is dead, Jones exits the pipe and leaps to another building. Before going to her, enter the room that wasn't blown up to retrieve a Medkit. Now head to Jones, leaping the small gap to the next building.

Follow Jones down the hall. She stops in the next room to call her informant who pretty much tells you where you're headed next. The call is interrupted by more goons, one of whom has an Rocket Launcher. That's not so good. At the back of the room there's some Kevlar and a Medkit. Grab 'em then move to the right of the door (staying inside the room) and crouch. Your main concern is the RPG man, but he moves a lot. Get out your sniper rifle and shoot anyone in view. If you see the RPG man, shoot him first. If he's moved, take out the other fools. If he manages to fire off an RPG run backwards and to the right to avoid the explosion. When everyone is dead, follow Jones out the door.

Collect ammo from the dead, including the Bazooka! Head into the room on the right. There's a Full Medkitto the left of the door. Ahead you'll see the security control panel. Step to it and break it. This opens the door to the chopper pad and sends several goons running out from the room behind the chopper.

Take out the two baddies (use the Bazooka, as you lose it after this mission ends), then run to the chopper. Time for a ride wit the scintillating Major Jones. Emerald Base Bridge Objective: Penetrate the Base Enclosure. Major Jones drops you off outside of Emerald Base. Your previous possession have been replaced with a 9mm, Shotgun, Crossbow, Grappling Hook, and Lockpick. No Medkits, no Bazooka -- Sorry! You are not the only one looking to infiltrate the base, apparently. Head down the frosty path and you'll see that some unwelcome visitors have arrived to crash the gates as well. Take out the first goon, standing over the fresh kill. A truck passes, but don't worry, you'll deal with that in a second. Crouch when you reach the end of the path and get out your crossbow. There are three goons to the left. One has an Assault Rifle. Try and snipe him first, because the less ammo he wastes, the more you'll have when you grab the Rifle. You can switch to the Shotgun to take out the other two.

The gate is closed, but before moving on, hop into the security hut to the left for two Medkits. Turn 180 and head down the path. There are three goons nearby. Save the crossbow bolts and jack them with the Assault Rifle. Once they are dead, move forward till you spot a truck which has crashed into some rocks. Crouch and take out the crossbow. Move slowly to the right until the baddie comes into view and snipe him.

Continue down the path with Crossbow drawn. You'll head some soldiers talking. Crouch and creep forward until a head comes into view, then snipe. There are two guards here, so snipe them both. Don't head into the hangar just yet. Continue along the path to the bridge control station. Take out your shotgun, open the door, and fire at the enemy at the controls. The lever to control the bridge is inactive because the power's down, so you'll need to restore the juice before continuing across the bridge.

Enter through the side door and more into the hangar. As you enter, a baddie caps a soldier. Take him down quickly. There's a goon on the balcony to the right and some baddies on your left. Use the left corner as cover and take down the balcony baddie, then creepy to the crate along the left wall, move right and take out the baddies on the floor. Retreat to the back right corner, where you took out the first goon, to find a Vest,Helmet, and Ammo.

Enter the larger area and get behind the truck. A half-dozen more goons come out, so be prepared. There's some goodies on the barrel at the back right end of the room, including some AR Grenades (use Alt. Fire on your Rifle to launch them) and a Medkit. Take down everyone that comes into the room. When the firefight is over, return to the other room and take the stairs to the walkway above the hangar. Find the switch on the wall and pull it to restore power. Go right, to the end of the walkway, and grab the Shotgun Shells, AR Grenades, and Medkit. Crouch down, as an enemy appears on the walkway across the room. Snipe him with the Crossbow. This guy has a helmet on, so it will take several shots to off him. Another baddie appears on the level below. You have a major advantage with positioning. Take him down then head downstairs and out of the hangar. Go to the control hut and pull the lever to extend the bridge. Step out to the right and crouch, pulling out your Crossbow as you do. There are two snipers above. One to the right, one to the left. Take them both down and cross the bridge. There's another hut just across the bridge with a couple of baddies inside. Smash the glass and toss in a grenade to give them a real surprise. Inside the hut are a Shotgun, Crossbow, and AR Ammo.

Outside the hut, look for the small bridge control room. Enter and pull the Lever to retract the bridge to keep any extra reinforcements from coming in behind you. It's time to gain some elevation. Find the crates at the front of the hut and hop up onto the roof. Look up to spot a crane that's ripe for hooking. Shook your grapnel and ascend. When you reach the top, two snipers appear at the foot of the bridge. Get behind the lone crate and take them out.

Go to the end of the ledge and find the vent. Crouch and smash, then crawl through to the other side. Drop down the hole to end the level.

Emerald Base Roof Objective: Find a passage and infiltrate the base while keeping the SPADS from setting off the alarm. This mission is all about stealth. You need to take out your enemies quietly and hide them from sight. To top it off, you need to prevent any enemies from sounding the alarm. You'll see alarms all over the place as you move about. An enemy can spot you and you can get away with killing them without an alarm going off. However, if you see the message "Alert" appear, it means an enemy is going to run for an alarm so you must eliminate them quickly. Should an enemy find a dead body, you'll be notified by a picture in the right corner of the screen. You'll need to backtrack and kill that enemy before they can get ot the alarm -- which is not an easy thing to do. You begin in a vent. Crawl to the end and break the grate. Grab the Crossbow by the dead soldier. Head left in a crouch. Grab the pipe on the ground and continue left until you hear a soldier. Use your Sixth Sense and come up behind him and give him a good whack. Stand and pick up the fallen SCAD. Continue left until you hear solidiers talking from the fortified room.

Drop the soldier and take out your newly-acquired shotgun. Stand and move to the open window at the back end of the room. Quickly shoot the two baddies inside. Move to the right until you find the door. Hit the Action Button to whip out your Lockpick and then use it on the door. Open and enter. Look for the highlighted box on the right wall. Smash the cover and then bash the Generator. One down, three to go. Head back to the body you left outside and drag it into the room, then close the door on your way out. Return to the backside of the hut and continue making your way left. Stop in a crouch when you reach the covered crates. Look ahead for a baddie to snipe. Do so. Move forward and to the right, towards the body and look ahead. There's another baddie patrolling in front of a hangar door. Snipe him. Pick up the body at your feet and enter the hut to your left (it's unlocked and unoccupied). Now go grab the baddie by the hangar and stash him in the same spot. This room has four lockers that hold a Medkit, Throwing Knives, and a Light Helmet.

Move to the hangar door. There's a control room to the right. Pick the lock and enter. Smash the secondGenerator and grab the Shotgun from the floor. Head outside. In the back of the jeep (there's a dead soldier next to it) are some more Crossbow Bolts. Stock up and head back towards where you first entered this area. You'll see a door on your left, which leads to the second section, where the other two Generators are located. Pick the lock and head inside.

There are several guards on patrol in the area outside. You can go super stealthy, but it's a little easier to go a bit gung-ho. This requires decent accuracy on your part and plenty of speed, but if you move quickly and follow the instructions we're about to give, you can eliminate all outside guards in the span of 30 seconds. From the entrance, move forward to the center aisle. Get behind the baddie patrolling here and snipe him. Another baddie will soon come and spot him. You must kill him before he reaches the alarm -- but use silent weapons only! Now head forward and you'll see a tank to your left. Go left and around the corner you'll spot another baddie. Kill him. Continue going clockwise around the perimeter to defeat the remaining guards. Piece of cake, no?

With the outer guards dead, you can now worry about the Generators. The third Generator can be found in a hut directly across from where you first entered this area. Pick the lock and equip the Shotgun, as there are two goons inside. Open the door and waste them, then smash the Generator on the right wall. Grab theThrowing Knives from the back table and head outside.

Head to the back right of the area and unlock the door to the small room in the corner. This is the finalGenerator. Smash it and you can now access the ladder to the roof. Don't go just yet. There are two huts in this area that have doors you can open. Each contains goodies including a Shotgun, Crossbow, andThrowing Knives. When you're ready, unlock the center door at the back wall. This leads you to the first area. Go to the back right for another locked door.

Inside and to the left is another goon. Take him down. The ladder is to the left but there's an unlocked door to the right. An armored good waits inside. Get out your big gun, open the door, and blast him. Go through the closets to find some extra goodies and then climb the ladder. There's one more guard in the distance. You don't have to be quiet, so snipe or run and gun, it's your choice. Follow the narrow path to its end and use the Grappling Hook on the girder. Descend to the platform below and smash the grate. Crawl to the end, smash the grate covering the exit (is that mold or something worse?) and drop down to end the mission.

Carrington's Cell Objective: Set General Carrington free. It's time to free General Carrington, who may hold the key to your past. You begin in an air duct. Crouch and make your way along the duct, smashing the grate in your path. You'll soon come upon a vie overlooking two men chatting it up. Kick back and let them babble. If you bust into the room while they are still there, they will kill you. This is not a maybe, they cannot be killed at this point. Wait for them to exit the room, then break the grate at the far end of the air duct and drop down into the room. Head to the desk and check out the security monitor showing a view into the hall.

Watch the cameras long enough and you'll see that there are quite a few guards out there. Open the door, with crossbow in hand, and look immediately to the right while still in the doorway. One guard is just waiting to be capped. Take him down then switch to your AK or Shotgun. There are four more baddies total. One patrols the hallway to the left east to west and the other is moving north to south. You can be sneaky or go run and gun. Continue down the hall to the left to find the final two guards. It's now safe to go through all of the rooms to grab a variety of ammo and health goodies.

Once you've cleaned out the joint, head to the end of the hall and into the elevator. Activate the switch in the back of the elevator to take a ride. You arrive just as more good guys get slaughtered. At least you don't have to worry about accidentally killing any of them!

As you exit the elevator, two guards are on patrol. One covers the left side, one the right. Stay by the caution tape and listen for the footsteps, then sneak up behind each and take them out. At the back of the room are some crates and a vent blowing some hot air. Climb the boxes to the grate and break through to the other side. Climb the ladder to the top. Move along the crawl space until you find a grate to your right. Break it and step to the ledge. Below is a pulsing electrical field, a long drop, and two goons. Pull out a grenade. Wait for the electricity to drop and a baddie steps into center stage below. Let the grenade count down about 3 1/2 seconds, then drop it for a quick death. Take out your grappling hook and look up. There's a lovely yellow-stiped hook to grapple. Look down. See those blue bars? That's where the electricity comes from. When it's clear, drop down (but not all the way) untl the last of the blue is above you. One more guard waits on the catwalk. You can attempt to toss grenades from here. Otherwise, lower yourself and drop to the ground quickly, then head right, behind the computers. Eliminate the guard on the catwalk to end the threat.

Head through the small door at the back of the room. There's Grenades to the left and to the right a Magnetic Card. A cut-scene shows several goons storming the area outside, but they can't get through the bullet-proof glass. Ha ha! Re-enter the big room and move to the double doors. Use the Magnetic Card to unlock the doors. Careful, as the baddies are on either side of the door. A clever grenade bounce off the wall will help out greatly. Choose one direction and head that way, circling the central room and taking out the four enemies on patrol.

With those dead, return to the locked door next to the vent you cracked open just a bit ago. Use the Magnetic Card to open the door. There's a Medkit atop some crates to the left. A goon comes in to check out Carrington on the security monitor. The Crossbow or a Knife will take him out silently. Careful as you step into the security room, as another goon is patrolling outside. Grab a chair or a gun and get him when his back's turned.

Head left and turn the corner. There's a lighted door straight ahead and double doors to the left. Take the double doors first. There are three goobers inside, so open and then chuck a grenade as way of greeting. Take them out then search the lockers for loads of ammo, and an Important Document. You can't read it right now, so keep your booty moving. Head back into the hall and through the door not yet taken. Grab theMedkit on the shelf to the left, then hop onto the boxes and smash the grate. Climb into the vent. You'll hear Carrington talking to your left. But if you want even more goodies, smash the grate to your right. Follow the path. There's a momentary flashback to be had, but otherwise there's only one path to follow. You'll soon reach a dead end with a Helmet and Medkit. Yum! Now wander back the way you came and head the other way down the shaft. At the T-intersection make a right and smash the grate. Drop into the prison area and use your lockpick to free Carrington. Though he is voiced by Batman, don't think you can take him out. Well, actually, you can take him out but that would end the game. You need to keep Carrington alive, of course, so get on with the protecting.

Carrington calls to the guards outside. One comes in, so stand to one side of the door and gut him with a shotgun blast as he enters. Carrington immediately heads outside. There are a couple of enemies to the right and a half-dozen or so to your exposed left. Take out the ones in your immediate field of vision, then concentrate on the left side. More will come, so don't turn your back until you've killed several baddies. Don't bother heading down that way as there's nothing to get. Move right with Carrington, killing along the way. You'll come to a set of stairs to the left and right. Though you need to follow Carrington to the left, turn right immediately to catch a baddie trying to sneak up on you. Go upstairs and meet Carrington at the exit. The easy parts over, now it's time to move on to the tough stuff.

Cable Car Station Objective:Use the cable-car to leave the base while keeping Carrington alive. This is a short level that gets your booty to the cable car. The Cable Car isn't functional yet, however, because a fuse is missing. Follow Carrington until he stops short, noticing the baddies patrolling the Cable Car Station. He runs off to talk to Jones (yes, he's getting a little too friendly with your girlfriend!), letting you handle the goons. There are two patrolling the front of the Station and another off to the far left. Head right and go around the back end of the truck. Snipe the first guard with your Crossbow. The other guard has full armor on, but you can headshot to take off the helmet and then brain him again when he comes charging. Because it's a long distance between you two, he won't have a chance to get a shot off. Go back behind the trees and head left. You'll soon see the final guard. Take him down.

Head into the Station. There are two guards inside. Forget stealth and take them out quickly. Go through either door on the right. The hall is empty (minus the dead body of a military grunt). Go through the next door and take out the baddie inside. Grab the Magnetic Card from his twitching body. The Fuse Box is in this room, but you don't have the fuse yet. Pick up the Medkit on the table and go through the closed door. Grab the Medikit and break the glass. Leap outside and go straight, towards the cabin. Move to the front and use the Magnetic Card to unlock the door. Snatch the Medkit inside of the cabinet to the right, then grab the Fuse off the table in the back. As soon as you have the Fuse in hand, Carrington returns. He brings bad luck with him as several goons appear outside to the right. Take a few steps forward from Carrington. One goon comes from the right side and then a moment after two come from the left. Waste them quickly.

Return to the Fuse Box room and slip the Fuse inside. Make your way to the left side of the Station (continue through the big room, heading left) until you see some stairs leading up. Go up and move to the small control room. Activate the Switch to move the Cable Car to the Station. Head back downstairs and meet up with Carrington in the main room. As you reach him, two goons come towards you. Take them down fast and hard. Carrington gives you a Sniper Rifle, which will come in handy. Before getting in the cable car, there's on more goodie to grab.

To the right of the Cable Car entrance there's a ladder leading down. Take it and then head around the metal column to find a ladder leading up. Climb it. You'll see a walkway below you. Drop to it and use the Action Button to turn the secret panel. Crawl through the tunnel and grab the Important Document then climb up the ladder. Return to the Cable Car.

Cable Car Objective: Escort Carrington to Jones's helicopter while keeping him alive. Your romantic cable car ride with the general lasts about, of say, 10 seconds. SPADs attack, firing a grenade at the car and seriously damaging it. The General escapes first, leaving you with the mop-up job. Whip out your Sniper Rifle. There are three goons on the ground below. The one on top of the truck has a bazooka, so waste him first, then take out the other two. When all three are dead, climb the ladder to get on top of the cable car. There' a yellow hook you can grapple. As soon as you do, the cable break and the car plummets. Good thing you grappled when you did. Lower yourself to the ground and regroup with Carrington.

Quickly move to the right, around the rock, and take out the two goons on the ground with your machinegun. Retreat to where Carrington is cowering (err, "hiding"). Bazooka Joe is firing from up high. Look straight at the rock in front of you, then look up and you'll spot him. Stay crouched and snipe him.

Carrington retreats to a cave entrance. Follow him. Stay outside the lip of the cave and take down the handful of enemies that attack. Run out and grab their ammo once they're dead. Carrington will ask if the coast is clear. You tell him it's safe for his precious heinie to come out of hiding. Follow Carrington but look above you to your right. A goon comes up quickly so take him down (you are close enough to use the machinegun). Head forward to the rock jutting from the cliff. Crouch behind it. There's a sniper behind a snow back on the left side and a bazooka man towards the right. Snipe them before they get you and move forward. Shortly after, Carrington shouts for you to watch you back. There are two goons to your rear. Once you've turned around, look up to the left. One will leap down to attack, the other stays up to snipe. Take out the immediate threat first, then snipe the guy up top. There's a red beret placed in the snow to fool you. Don't shoot til you see the whites of the snipers eyes. Don't worry kid, you're almost there.

Run up the hill with machinegun drawn. Three baddies lay in wait. Waste them and then enjoy your reunion with Major Jones. Except she's al about the General Carrington. Ah, well. They need some time to fix the chopper -- you get to play the part of delayer. Heal yourself and get behind the Mounted Machinegun in front of the chopper and press the Action Button to take hold. Hold down the trigger and don't let go. Enemies will storm from a full 180 degree swing, so as soon as one set of enemies is down, swing your view around to look for more. Don't stop firing. If you are about to die, let go of the gun (Alternate Fire) and heal, then grab the gun and get back to it.

After about two minutes of fighting, Major Jones calls you to the chopper. Get off the gun and run to the whirly-bird to end the level. Kellownee Lake Objective: Find the Chalet Oh goodie, more snow. Why couldn't the important pieces of your past be located in the Bahamas? After taking a few steps from the start of the level, look right and you'll spot a large rock. Take the path to the right of the rock, crouch down and make your way across the clearing to the safety of the pair of rocks ahead. Four goons are talking. They split up, two going each way. Wait and as the first two pass, turn and kill. If you shoot, the other two will come running so be prepared. A shotgun will do miraculous damage at this range.

Once they are dead, continue down the snowy path. You'll eventually come to a cliff overlooking some icy (and deadly) water. Four men stand around a boat, talking about the woman you've come to see. Looks like she's gonna be in need of your protection. As soon as you're spotted, the two goons in the boat take off and the other two attack. You can use your new, double-barreled shotgun and take one out from the cliff. Let the boat go for now. After killing the other baddie, head down to the icy covering over the water and hop into the boat. You can't drive it, but there is a Full Medkit and an Important Document for grabs. Make your way up ajnd to the path on the right. A few goons are making a snowman out of a frozen victim. You can snipe them from the bushes. Use the trees for cover and you can avoid damage and still take them all out. Continue forward until you find a small cabin on the cliffside. This isn't the one you're looking for, but it does contain a dead body and a Full Medkit. As you enter the cabin, Major Jones lets you know she accidentally dropped you off a bit further than you needed to be. Whoopsie. Guess you have more miles to walk. A goon appears with an uzi. Kill him and take his Minigun.

Retrace your steps back to the snowman. A few steps past the snowman, there's a path to the left that leads to some icy platforms floating on the water. Hop along the blocks of ice. You'll soon reach a large piece that rises a good ways out of the water. Crouch here. There are two goons across the water. Use the double-barrel shotgun to take them down then hop to the block on the right and then leap to solid (if snowy) ground.

Move forward until you hear a goon talking. He's standing with his back to you. Feel free to cap his ass. As you move to the clearing, switch to the Minigun if you have it. Walk to the right until a cut-scene shows five goombas popping up around you. This is not a hard fight as long as you keep moving. Keep the big trees between yourself and one half of the baddies. Take out the guys directly in front of you then use the obvious cover to reload (when needed). There's only one guy up top, so be sure to take him down while using cover. Don't hesitate to use Medkits (which most of the dead carry). You can walk up the slanted log to get on the rock the elevated goomba stands on.

Head right and you'll reach a river. Continue right to the waterfall. There's a small ledge you can walk across, allowing you to pass under the waterfall. After you do, turn left quickly as there's a goon across the river who will shoot at you.

Continue long the path until you reach the end of the level.

Kellownee Hideout Objective: Cover Kim's escape. Run forward into the cabin. Finally you're here. As soon as you see the lady you start to get hot flashes. Oh my. Just as the truth is being discovered, SPADs attack. Kim runs, but you need to cover her back. This is not an easy task. The SPADs start by using rocket launchers. SPADs come on the ground and try to storm the cabin (there is only one entrance) while others sit on any of the three tiers of the hill outside. These are the buggers as you have no crossbow or sniper rifle.

As the chaos begins, turn around and run to the back of the cabin where there's a shelf full of goodies. Grab all you can. There's also a Full Medkit and Minigun Ammo in the next room. Remember how, in the flashback, Kim mentioned she keeps a special weapon in the bench by the fireplace? She wasn't kidding. Open the bench to get a powerful M60. This is the only gun with enough range to hit the snipers. However, your first concern is the men rushing the ground. Stay inside the cabin, to one side of the window near the door. Smash the window to give yourself a good view. Arm the double-barrel shotgun. As men approach, waste them. Don't get antsy, even if no one shows for a few seconds. Just waste and they will come.

When no more men approach, look out the window and use the M60 to waste the snipers. They are all around the hillside, so be vigilant. Eventually a helicopter comes. Crouch beneath the window and use the M60 to attack it from a safe position. It'll go boom. More goons try to storm the cabin, so be prepared to take them out from the windows. When that's done, go back to trying to pick of snipers. You may have to run outside to get some of them. If so, keep moving and don't stay outside too long. Eventually they will give the order to finish you off by destroying the cabin. They miss and blow up the back section. Head through.

Run out the back. Two goons are waiting. Take them down and continue forward. Keep running until you reach a dead end. The baddies shoot a grenade at the mountain top above you causing an avalanche. Looks like it's Snow Falling on XIII. Yowch. Night, Gracie.

Plain Rock Objective: Escape from the high-security area. You awaken in a cell listening to some loony babble about this, that, and the other thing. Following the cutscene, two guards come to take you to Room 11. You have no weapons or ability to fight back yet, so you need to follow their orders. Stay behind the lead guard, as the other will beat you if you stray. There's no goodies to get along the way that you can't get during your escape, so don't sweat looking around for now. Don't pass the lead guard or you'll get beaten. Just follow like a good little prisoner. When you reach the guard at the window outside Room 11, stop. Wait for the conversation to end, then follow the guard who opens the door to a large laundry room.

No prison experience would be complete without a beat-down from the prison guards. Fortunately, you can now fight back. There are two guards, neither of whom will attack you immediately. Grab a Bottle from the table in the back and whack a guard. The other will come after you with fists only, so grab the Bottle on the other table and whack him as well. Snatch the Keys, which open a door in the back of the room. Along with some slinky pin-ups, there's a staircase made of crates in the supply closet. Smash the breakable boxes and make your way up to the vent. Smash the grate and walk onto the top of the air duct. Don't drop into the room, as it's where you just came from. Make your way along the duct, heading right. You'll come across a vent that can't be smashed. There are items inside, but don't worry, you will get to them shortly from the other side. Continue moving right until you reach the end of the line. Across from you is another duct you

can easily jump to. Follow this around. You'll soon see an opening to the right and a breakable grate to the left. Go into the right entrance first to grab Throwing Knives and a Brick you saw earlier. Now, return the break the grate and crawl into the shaft.

At the end of the shaft is another grate. A guard is busying himself at the window. Smash the grate drop to the right (using the locker against the wall to break your fall. Quickly kill the guard and grab his gun. Two other guards are outside and will shoot you through the window. Move towards the door and wait for them to open it, then waste them. Grab the Keys from the fallen guard and be sure to snag the Medkit that's on a shelf in the room.

Move through the now open door, over the dead bodies. There's a door at the end of the hall, but you cannot open it. Instead, take the path to the right and head up the stairs. Unlock the door. There are no guards on this level, so take it easy. Head straight and open the door to the cells. You can't free the prisoners (you could always shoot them if you are so inclined) but head to the end of the room and open the door to the supply room. Here you can snag a Helmet, 9mm Ammo, Medkit, and Important Document. Return to the outside of the cells and take the door to the right up to the next level. In the next area, there are guards and it's very difficult to be sneaky here. Instead, go commando and shoot the guard at the gate. Open the gate and head forward. There are two more guards inside who will shoot at you. Use the insets in the hall as cover and take them out, then unlock the door and enter the rotunda. A couple of snipers will shoot at you, so you need to get to the room on the left quickly. Close the door behind you and grab the Sniper Rifle, Ammo, and Grenade from the shelf. Open the door, but stay inside the room. You should be able to snipe two of the three guards from here. For the last, run to the room directly across from you. Use the doorway as cover and snipe the final guard. There's a Medkit in here, which should come in handy.

Unlock the next gate and head down the hall. Enter the lift and hit the green button in the back to head up. Get ready for another fierce firefight. There are two snipers up top (one in the tower, one on the walkway) and three guards on the ground. As the elevator reaches its stop, take out your sniper rifle and snipe the guard in the tower while he's unaware, then snipe the guard patrolling in front of the gated door ahead of you. Move forward, to the left of the door and wait for the other ground guards to open the door, then waste them with your pistols. Lastly, use the doorway for cover as you snipe the guard in the walkway. Piece of cake, right?

Enter the courtyard and head left. There's a door you can take along the wall. Open it and enter the next room where a guard waits on your right side. Once he's dead, head through the death chamber and into deathrow. Move to the end of the hall. As you open the door to the maintenance alley, turn left and kill the crazed gunman in the orange jumpsuit. Bye, bye daddy!

Move along the corridor to the large well with the ladder. Climb down into the sewer. Eww! You can only hold your breath for 25 second before taking damage, so get some fresh air before continuing. Swim to the ladder and climb up to end the level. Now if only you could take a shower.

Doc Johansson Objective: Find a way to get out of the asylum without killing the medical staff. You are very close to a boss battle, but before that can happen, you need to make your way through the hospital to find Doctor Johansson. You can't kill any hospital staff (those in white lab coats), but guards are fair game. You begin in the showers, always a bad place to be in a movie when you're all by your lonesome. Head forward through the only doors. You're in an empty hallway, as a doctor has just passed into a secure room. Head to the corner and you'll find two unlocked doors in the hall. Go to the second door and enter the room with the security monitors. There's a Medkit on the table in the near corner.

Head through the door directly across from the entrance and go left to the security door. This triggers a scene with a doctor and nurse chatting to one another. You can't go in yet, but this also triggers a nearby guard. Head back into the room you were just in, grab a chair, and step to the door to the right. Listen for the guards footsteps and when he's passed, open the door and jack him in the back. Pick up the Keys from the KO'd guard. Go straight across to the locked door and use the key to get inside. Ignore what's happening outside, all you need is the Pass Card on the table in the back corner. Return to where you triggered the convo with the nurse and good doctor. Use the Pass Card to open the door. If any medical staff spot you, they will shout for security or hit the alarm, so crouch and walk underneath the cage window. Head to the other end of the room.

To the right is a security door. Swipe your Pass Card to get through. Move to the door directly ahead. There's a security guard inside, so pop him and grab the 9mm Ammo off the table.

Return to the hallway and take a right. Take another right at the intersection and head through the double doors. There are five guards in here. You can make with the sneaky sneak, or run and gun. But once shots are fired, a guard will run for the alarm. If they get to it, a couple more of the mall security show up. If you want to sneak, enter the large hall and head for the door on the right. Head through the rooms until you reach the end. There's only one door you can open and it leads to the hall where the guards are located. Grab theMedkit off the counter, open the door, and either sneak-KO or blast the baddies.

Now it's time for a little puzzle. Go to the cadaver filing cabinet. There's an empty drawer on the lowest level already open. Hop onto it, then onto the drawer with the dead body resting peacefully. Inch forward and you can open the drawer on the top level just beyond the cadaver drawer. Hop onto this one and then on top of the cabinet. Crouch and break the vent. Hey, we told you it was a little puzzle. Move through the duct, ignoring the pleas of the poor woman trapped with the psychopath (there's no way to save her). Keep moving along the path, even once you enter the larger area, and eventually you'll hit a tile that breaks and drops you into the room below. Get ready for a fun battle. Boss Battle: Number XX, Doctor Johansson The big bad Doc isn't as big and bad as he may seem. The Doc has three attacks. His main attack is chucking knives, which can be avoided by constantly moving. Continually circle the good doctor, keeping your distance. The second attack are grenades, which are easy to see and can be avoided by running the hell away from them when thrown. The last attack is perhaps the most brutal. Should the Doc get close to you, he'll shoot you full of drugs which cause a Max Payne-worthy hallucination. You drop your weapon, move slowly, and the world gets fuzzy. To avoid, keep moving and always back away when he Doc approaches.

The shotgun is best for this mission as it's powerful and doesn't require perfect aiming to do damage. A grenade is a perfect choice, however, when the Doc turns his back to you to grab more ammo. If you need health, there's a Full Medkit on the counter in the corner. Once Johansson is dead, the level isn't over, so don't get cocky kid. Snatch the keys off the good doctor's dead body. Another Medkit can be found where the Full Medkit was. Ignore the nurse for now and head to the glass-walled office. Smash the glass and grab the Throwing Knives on the desk. Move to the painting to trigger a flashback. Following the flashback, unlock the safe to retrieve your HF Transmitter, Grappling Hook and Cell Key. Unlock the cell on the left. Forget the crazy girl in the jumper, it's time to save that nurse you couldn't help earlier. To thank you, she begs you to take her hostage. Kinky.

While one option is to take her hostage, this is not the best approach. Instead, let the guard open the secured door and then waste him, then head out and turn left and waste the next guard. Head through the double doors into the long hallway. Run and gun. Step into each room for ammo and health. There are two guards in the second to last room on the left. Once the area is clear, return for your hostage (who can be knocked out and taken over your shoulder).

Go to the security door, past the nurse who is screaming like Fran Mirabella III, and the guard will be compelled to unlock the door for you. Cap him and move through the door to end the level. Canyon Objective: Find the mine entrance to rejoin Jones. Thanks to your crap-ass driving, you're stuck in the desert far away from Major Jones. Sadly, the hot nurse is being left behind (boy, you're kind of a douche, aren't you?). Just past her is a Medkit. Grab it and head left until you see a grapple hook up high. Grapple and ascend. Move forward and crouch behind the rock to the right. Grab the Kalesh Ammo, which will come in handy in just a moment. There's a goon with a Kalesh on the ground and a sniper ahead up top. Take out the sniper first and then take the Kalesh.

As you turn the corner, two snipers appear ahead, one on the archway with the hook and one on the top tier. Take them down, then use your grappling hook to gain elevation. As you move forward, three men with bazookas take position around the corner. Get in sniper mode and edge past the corner quickly. Take down the first man, who should be almost directly in your sight. Back away once he's down. You can now run forward to the table and grab the Heavy Helmet, Heavy Vest, and Medpack.

The second bazooka man is on the upper plateau to the left of where you aced the first goon. The final one, who looks a lot like Bill Gates, is to the right, just as the canyon wall protecting you ends. Once all three are aced, continue on the path. Careful as there's another goon who will be on the ground to the right of where you killed Gatesy. Take him down and continue forward. Head along the ledge, killing yet another goomba who appears to the right. Zig zag along the natural bridges to ascend to the next plateau.

Snag the Grenades on the table and move forward. This part of the canyon can get tough, especially if you are out of sniper rounds, but even with just the Kalesh and Shotgun, you can get through. Head forward and you'll drop down behind a baddie. Pop him. To the right you'll see a zip line. Adjust your view until you see an icon pop up. Hit the Action Button slide along the line. You can switch weapons, aim, and reload freely. Take out the two goons up top.

Move left along the ledge and drop onto the natural bridge. In the overturned mine cart you'll find a Heavy Vest, Heavy Helmet, and some Ammo. With everything grabbed, drop down to the ground below (drop against the right wall to avoid taking damage) and hop through the cave. A helicopter arrives, as do a pair a bazooka-toting fools. Stay inside the lip of the cave on the right side. Lean out and snipe the bazooka fool on the ledge straight ahead. Look right, keeping yourself shielded with the cave wall, and look for the Bazooka Joe on the second tier.

With him down (the helicopter has left at this point), turn left. It's a dead end, but there's a Medpack here. Grab it and then go up the trail where you killed Bazooka Joe #2. Hide behind the mine cart and snipe the goon across the chasm. Move forward. Ahead is another goon in need of death. Once he's down, hop on the zip line and ride it across the chasm. Take the next line back across, where you can snag some Armor andBazooka Ammo. If you are out of sniper ammo at this time, you can always hit the zip line and take out your enemies with the Kalesh as you travel along the line.

Return back across the line and head right (when facing the cliff). Though part of this is backtracking, you will hit an area you didn't go to earlier. Stay along the ledge and kill the goon ahead. Grab the Bazooka Ammoand take the zip line across. Look down to see a goon with a bazooka on the ground shooting at you. Take him down, then drop to his level. Grab the Bazooka and Ammo.

Just over the hump there are a good dozen enemies (they come in three waves of four to five each). Rather than using your bazooka, take out a grenade and toss it over the ridge blindly. Use up all your grenades. Take a peak to see when new enemies show, chuck your grenade, and drop back down the mound for cover. When all grenades are gone, use the Bazooka if you want, just give yourself distance to avoid the blast. With everyone dead, move along the canyon floor, grabbing the Light Vest at the end of the path.

Head up the ramp. There's a guy across the way shooting. Snipe him or run right along the ledge and take him down. One more goon waits at the entrance of the mine. Zip on the line and shoot him. Head into the mine and take a left (the right leads to a deadend). Smash the boards blocking your way and head through to end the level.

Canyon 2 Objective: Jones has hidden an airplane away. Find it. Break through the planks and step onto the ledge. There are a load of enemies on the canyon floor below. Drop grenades and use the Bazooka to take them out. Once they're dead, take the zip line. Follow the tracks to the ground. Head along the canyon floor until a red box appears in the distance. Some enemies show up. Take then out and drop down to the floor below. Continue along, keeping an eye out for more enemies ahead. If any show, take them out. When you reach the bend, be careful, as a Bazooka Joe is waiting for you to turn. Snipe him, then take out the other goon who appears behind him. Look up (near the turn) for the natural bridge with the hook. Grappel and ascend.

Head right (when facing the cliff) to get to a Medpack and Shotgun Ammo. Now go the other way along the ledge. Two goombas await, but are close enough for a shotgun blast, should you choose to use that bad boy. Leap across the gap in the bridge. There's a Bazooka Joe across the gorge. Take him down.

Return to the broken bridge and drop off the gap. Hop down, from rock to rock, to reach the bottom. There's aMedpack at the end of the middle ledge if you want it. Otherwise, continue to the ground floor. Major Jones explains that the plane is hidden just past the ruins, where the baddies are camping. Kill the first goon on patrol when his back is truned. As you arrive outside the ruins, two baddies appear in the towers. The first is in the tower on the right and he has a Bazooka, so needs to go first. The other is in the far left tower and is just a weasley sniper. Still, he needs to die as well.

Along the right wall at the base of the ruins (before you climb the ladder) there are two Full Medpacks along with Shotgun Ammo. If you go up the ramp to the left (opposite the ruins) you'll find Bazooka Ammo and aMedpack. Score! As you climb the ladder to reach the ruins, two more goons appear. Once again they are in the left and right tower, though the Bazooka Joe is now in the left tower. Take them out (you'll find another Medpack along the short wall in the center of the ruins entrance). Several enemies appear on the ground, but should be easy to handle. Make your way towards the back right of the ruins and find the small hole covered by wood planks. Break the planks and drop through.

Make your way along the path to the jet. A single enemy appears on the ridge where you can from. Shoot him and head to the cockpit to reconnect with Major Jones. Watch the cut-scene where she handles the joystick. Does it get any better than this?

Sewage Objective: Infiltrate the SPADS camp while avoiding being spotted. You begin in the water with only a 9mm and your Crossbow as weapons. You also have a couple of new gadgets, but they won't be used in this level. This is another stealth mission and the rules from the previous stealth mission apply. Get spotted and guards will rush for the alarm, which will immediately end the mission. You can currently hold your breath underwater for 24 seconds. When you have 10 seconds left, the screen flashes red. You'll die instantly when the counter reaches zero. Swim underwater towards the sewage pipe on the left. There's a searchlight that penetrated the murky blue, so stay to the left and avoid it. When you reach the pipe entrance, go up for air, then dive under and swim the length of the pipe until you are in a large room. Get to the surface for some air. Two guards are on the catwalk above, chattering and *gasp* swearing. Wait for them to leave, then use your Grapnel to get to the catwalk.

Move to the computer and access the switch to open another sewer pipe below. A guard enters from the other end of the catwalk. Grab the chair and crouch by the computer. He'll stop right before reaching the terminal. When he turns, step up behind him and whack him. Drop back into the water and take the pipe opposite the one you used before. This is a long swim, so take the side exit to he right when it appears. Get some air, then return to the pipe and take a right and continue until you reach the end of the sewage line.

Step out of the dirty water and peer out from the mouth of the cave. There are two bridges to th right, each with a hook for grappling. On top of each bridge is a patrolling baddie. Use the Crossbow to snipe each one. Grapple the first hook and swing to the small ledge jutting out from the right side of the cliff. Grapple the next hook and drop to the tunnel entrance on the left side of the cliff.

Stop at the mouth of the tunnel and listen to the conversation. Once it's over head to the right and you'll find a steaming grate. Stay towards the back to avoid being spotted by the guards in the yard. Smash the grate and climb down the ladder. Enter the vent to end the level.

SPADS Camp Objective: Hide the spy microphone in Colonel McCall's tent and discretely eliminate the SPADS around the beige tent. The SPADS Camp can be tackled with either stealth or a direct attack. If an enemy spots you or a dead body, they will run to sound the alarm. This, however, will not end the mission, but will alert the enemy to your position. It's easier to be sneaker, but if you want to gun through it, you may. We'll be using a mixture of both. You start in the mucky muck. Swim to the wall, then dive underneath. Make your way to the far end and climb the ladder to the left. You're now in the shower room. Move to the door where two guards talk and have yourself a small flashback. The room is now empty, but there are loads of guards all around. Grab the 9mm Silencer and the Crossbow Ammo from the lockers. On the short wall are shutters which can be opened, allowing you to climb through the window. Head through the shutters and go left around the hut. Patrolling near a guard tower is a baddie. Snipe him and stash him in the guard house. Grab the Document andMedkit from the table.

Step outside the guard house. There are three more guards patrolling the ground, one to the right and one near the watchtower. There's also a watchtower guard whom you need to snipe next. With him down, the other three guards will go on alert, so run and gun quickly. Stash the bodies in the security hut. Note that even though the watchtower guard is dead, the spotlight still moves, so be sure to avoid it. Head through the door to the left of the tower and quietly take out the guard inside. The next small area is patrolled by three guards. One is straight back, the other two patrol near the trees to the right. Stay behind the doorway and target the enemy ahead. Wait for him to walk into the small stone bunker. You can cap him from here and the other enemies won't see him. Lean out around the door and look right to take out the second guard, then approach slowly and finish the final goon. Before moving forward, go to where you killed the first guard and grab a Medkit and Crossbow Ammo.

In the next area, there are four guards. Three are on the ground and one is in the watchtower. This is one time where stealth is not nearly as useful as Rambo-action. Head left and after the first building, look right and two of the guards are talking, with the third in sight. You can kill them all very quickly by running up with your Assault Rifle. Then snipe the watchtower man. Should the alarm get pulled a couple of guards pop out of the warehouse ahead. Once the area is clear, enter the warehouse and grab the Crossbow Ammo and Full Medkit on the left. Head into the final area. The first part of this area can and should be completed without killing anyone. Head left. Watch the patrol to the right, but when their back is turned continue along the left wall until you reach the beige tent. Enter the tent and make your way to the desk.

Place the microphone in the white box icon and retreat to the back corner of the tent (outside of the room with the desk). Listen to the long conversation and do not move until every last person inside has left. Once the tent is clear, return to the desk and grab the Document. Sneak towards the front of the tent. There's a guard on either side. You can crossbow one and the other won't notice. Take them both out this way and drag their bodies inside the tent. There are three other guards on patrol on this side. You can either sneak past them (heading towards the left is a good plan) or take them out quietly (an even better plan). Make your way to the warehouse door directly across from the beige tent.

The final area for this level sees four guards all grouped outside the warehouse door. Open the door and back away. This triggers their normal patrol and they'll all separate. There's also a guard in the watchtower. Take him out then look straight across and take out the guard in the security hut. From there, move along the fence to the bricked area. There's a small hole in the wall where you can snipe two more guards. Should an alarm ring, grab hold of the mounted machinegun and take everyone down. Your best bet from this point is to run and gun. Head to the warehouse with the red door (and the big truck out front). There are two more guards here. Kill them quickly. Use the lockpick on the door. Another guard waits inside. To the right of the entrance you'll find an M60, 9mm Ammo, and a Light Helmet.

Move through the next door and plant the explosives where the icon's located. A cut-scene initiates showing the big boom. All that's left is your escape, which comes in the next level.

McCall Objective: Escape from the Camp! Let the fools at the start of the level disperse then cautiously approach the dead bodies to earn some Ammoand Full Medkits. In very short time the baddies realize there's an intruder on base and charge at you. Though it's tempting to go for the mounted machinegun, it's actually a terrible idea. Enemies will be aggressive this time out and the machinegun is too unprotected. Instead, whip out your handy M60 and mow them down. Avoid being close to the bombed out warehouse, as it will continue to explode.

Once they are dead, move into the warehouse. You are backtracking to the SPADS Camp entrance. In the warehouse, on the right side, you'll find a Full Medkit. Outside are several more guards. Forget stealth. Rambo-action is in order for this area. Go in and clean everyone out. It couldn't be simpler. Make your way through the beige tent (it's a good shortcut that has no enemies inside) and go straight across into the next warehouse. Step outside into the next area which is empty of guards. You'll hear the Colonel talking to someone. Listen in and move to the door at the back. As the conversation ends, a guard comes out from the door. Kill him and move on. The next area is the wannabe jungle.

Make your way to the right and go around the boxes and behind the brick wall to flank your enemy. There are only two guards in here. Move to the back right and cap the guy. Stay against the right wall and take out your 9mm. Sneak behind the other guard and take him hostage (wait for the hostage icon to show and hit the Action Button). Head into the warehouse. At the back left corner, behind the boxes, there's a Full Medkit. Be sure you are at full health as a bottle battle waits once you open the door. Boss Battle: Number XI, Colonel McCall There are two ways to face Boss McCall -- The easy way and the dead way. With hostage in hand, you have some protection from McCall's disgustingly heavy gunfire. A few shots can take a third of your health like a snap of a finger, so be ready to self-medicate. Shoot with the pistol (sorry, but you can't reload) and make your way to the security hut to the right.

Back up into the hut until you snatch the Medkit. Move to the left side and drop the hostage. Take out your Assault Rifle. Pop forward. If the Colonel is there, use a grenade (you should have gotten one off of the guards you recently popped). Right in his grill, a direct grenade shot does huge damage to the Colonel. Follow this with heavy gunfire. Duck into the room if you need to reload as he doesn't usually follow you inside. It may take one or two tries, but this is the easiest way to beat this baddie.

Walkthrough: Part V
Part I Part II Part III Part IV Part V Part VI Part VII
Submarine Base Objective: Infiltrate the submarine before it leaves. With McCall dead, your mission to uncover your past can continue. And it's apparently going to continue 20,000 leagues under the sea, as your next mission is to infiltrate the SPADS Submarine Base. Though the goal is to "infiltrate the submarine before it leaves," there's no time limit in this mission. Stealth is also merely an option here and one we don't recommend, as you are well-armed and capable of handling your enemies. Head through the door the left down the hall where two guards await. Run in and waste them. Head down the stairs. The room to the left holds a Heavy Vest, Medkit, Important Document, and some Ammo. Two more guards wait around the corner. Take them out and move through the door at the end of the hall. As the next door opens, a small squad of troopers passes. You can let them go and fight them later, or kill them now. The latter is the better choice, so let them pass, then get behind them and throw a grenade or launch one from your Assault Rifle. The large hangar door begins to close so run through it quickly. If it should close, there's a vent on the left wall you can break and crawl through.

While there are multiple paths to get to the same Checkpoint, they all lead the same place and none of them place you in front of different enemies. At your best, you can run through all of the closing warehouse doors. However, you will come across one closing warehouse door that has a small red door to the right. Use your lockpick on this door and head through the hall and out the other side. You will now have the chance to surprise the guards in the large room. From the small door entrance, head right and around the green truck. There are crates to the right that hold an Assault Rifle and loads of Ammo. Grab 'em. Just beyond there are a total of six guards. You can go sneaky (the Crossbow is key here) or run and gun. Your choice. Once all six are dead, quickly run down the hall. If you are lucky, you will make it under the closing door. If not, you may be even luckier, as you can now head to prime sniping position.

Head through the door that claims "Authorized Personnel Only" at the corner of the large room. This leads to a control room with two goons inside. Kill them and exit through the door on the right (down the hall of the control room). On the walkway, crouch and snipe the four guards below. Look up and use your grapnel on the hook above you. Ascend and swing onto the girder. Move along the girders to the next hook. Angle yourself to the left and leap to the large stack of dumpsters. Behind these you'll find a Medkit and a slew of Ammo. Drop down the boxes until you reach the ground. Look to the opposite wall. In between the stacks of dumpsters is a ladder. Climb it and go through the vent at the top.

When you reach the end of the vent, don't drop down as it's a long, long fall. Look up and you'll see a hook you can grapple. Do so and descend. You can stop midway and shoot the unsuspecting enemies in the submarine dock or you can drop to the ground and go from there.

Submarine 1 Objective: Find the radio and contact Jones. Hide in the officer's cabin, while avoiding being spotted. Don't kill the Captain. It's time for another sneaky-sneak level. Take the door to the right and drop down the ladder. There's another ladder leading down, but the enemy inside isn't an issue. There's nothing down in that room, but kill him quietly if you have bloodlust. The only exit is the door on the right, but your spidey-sense warns you there's danger inside. In the next room there's a guard on the walkway above you and one across the chasm, to the left. Listen for the telltale tapping of feet. When the guard above is walking away, look left (while leaning against the right wall of the previous room) and snipe the guard across the chasm. Duck back into the room. Wait for the guard above to be directly on top of you. When he begins walking away, follow his movements, walking underneath him and head through the door at the end of the walkway.

This next little hallway is safe. Phew. Quickly move to the door and open it. Snipe the goon with his back to you. You need to hit him before he reaches the end of the room. Stay back in your safe little hall. The Captain appears above you and talks to a stooge for a bit. Wait for the Captain to leave, then enter the room. The stooge is on the walkway above towards the back left. Move cautiously until you can clearly see the stooges head. You can't shoot through the walkway, but you can get an angle that will shoot him while avoiding the walkway. Cap him and move along the path to the only door that you can open. This is another safe corridor. Beyond, however, is a not-so-safe area. In the walkway above is a stationary goon. There is a guard on patrol, however, on the walkway on the other side of the chasm. Wait for his taps to be at the far end of his patrol and move quietly across the path to the next door. Killing the patrolling guard now will alert the stationary guard to your presence, so let him live for the time being. In the next room, take the ladder up. Open the door and KO the stationary guard. Wait for the patrolling guard across the chasm to show his face and snipe him, then head into the next room which has three unlocked doors. Oh the possibilities!

The door to your right is of no use, since it only leads to the man you just killed. That leaves the two doors in front of you. Each leads to a walkway in the same room. This room is empty, however, so take either door and move to the end of the room. Go through the door on the left. Welcome to the control room. Watch the cutscene showing Number VII talking to Number I. A flashback hits.

In the flashback, head down the stairs and watch the events unfold. You are so close to uncovering Number I, and yet, don't you kind of already know who it's gonna be? Following the flashback, the Captain has left the room, leaving the com open. Look for it (it's a microphone with a nice white box icon around it) and activate it to let Jones know of the new destination for the submarine. Head through the unlocked door and quickly move through the next room and to the door at the back left. Take out the guard as violently as you'd like. At the end of the room is the Officer's Cabin.

Look left when you open the door. There's a curtain here. Use the Action Button to pull the curtain aside and step into the little hidey hole. You've found your stowaway point. Time to have a few creepy nightmares before reaching the next level.

Submarine 2 Objective: You've been spotted! Escape through the torpedo airlock. Find the torpedo key. You've been spotted! Time to forgo the sneakery and run around killing blokes. Leave your hiding spot and ace the guard waiting for you. At the end of the room on the right you'll find a Heavy Helmet, Heavy Vest,Assault Rifle, and a Medkit. To the left is a glass case with over a half-dozen Assualt Rifles inside. Smash the case to score the ammo. Lock and load the Assault Rifle. You need to make your way through several rooms. Each room has two doors you can open, but they merely lead to walkways that take you to the same place. A dozen or so guards will try and stop you. Take them out in a blaze of glory. No strategy here, just move and fire at them quickly. Continue heading towards the exit. When you reach the ladder leading down, take it. Be careful of the guards in the room below. Take the next ladder down.

What follows is more of the same. Make your way through the rooms, eliminating everything in your path. Forget about stealth. You should have plenty of ammo and Medpacks to get through this battle with ease. In the kitchen, look to the left to find a Full Medkit on top of some lockers. Jump to grab it. There are a couple more goons in the next room. After they are finished, head into the Torpedo Bay for a showdown with Captain Edelbright.

Boss Battle: Number VII, Captain Edelbright This one's incredibly easy. Three goons join Edelbright in the attack. Take out the goons first, then make sure you are fully healed. Step to Edelbright and give him an AR Grenade to the gut. Instant kill. If you are out of grenades, circle Edelbright and whomp him with the Assault Rifle. He's tougher than a guard, but nothing compared to previous bosses.

Grab the key off of Number VII and head up the ladder. Take the door to the left and enter the Control Navigation Room. Kill the four baddies inside and take the right side door at the end of the room. Enter the Captain's Cabin and snag the Harpoon Gun, Torpedo Lock Key, and Important Document off the table. Return to the Torpedo Room and look for the control device at the back right of the room. Use the key to unlock the Torpedo tube. This unleashes a final pair of enemies your way. Kill them.

You're probably about ready to end this level. Go with that feeling. Enter the open torpedo tube to complete your escape... to the next level.

Sabotage Objective: Open the flood-gates and leave the hangar. Though you begin this mission in the water, most of it will take place on dry land in the Submarine Bay. Having suddenly remembered you are really good at breathing underwater, you can now hold your breath for 43 seconds. Sweet. You won't have to hold your breath at all right now. Pop out of the water and look for the short ladder in the right corner of the Submarine Bay. Climb up and get ready for a firefight.

Watch out for the two baddies on the walkway to the right, but focus on the men on the ground. Attacking the SPADS down low will get the goons on the walkway to come downstairs (look for them to enter through the door on the right). Once all are dead, weave around the crates and make your way to the back left side where you can squeeze past the docked submarine. As soon as you can, turn right and go into the darkened back section where two red-capped goons await. Kill them and grab the Full Medkit at the end of the path. Make your way back where you can and head forward, where several boxes with yummy grenades are set out for you. Grab the goodies, but be warned, there are a number of enemies ahead. Use the crates as cover and lob grenades at the baddies.

When the fighting's over, take the ladder at the back right of the room. Move along the walkway, grabbing the Crossbow and Medkit in the small room on the left. Climb the ladder at the end of the walkway A SPADS goon waits as you reach the upper walkway. Waste him. See the four control switches on the right? Pull the one that's up to activate the platform handing over the water. This triggers three snipers to appear on the far right. Hide behind a post and snipe all three.

Wait for the platform to near the walkway and leap onto it. Get out your Grapnel. There's a hook between you and the office against the far wall. Grapple the hook and swing through the office window. Snag the goodies in the closet, including a Full Medkit, and then activate the switch on the control panel. This opens the underwater vents below. Yipee! With the vents open, you have one last obligation -- sabotaging the sub. Leap through the window and into the water. Dive below and you'll spot the yellow box on the sub's propeller. Place the bomb there with the Action Button. You only have a few seconds after the bomb is place to get to safety. And that safety isn't very far away at all. Turn left and look for the ladder. Climb it and you'll be safe from the explosion. There's a goon behind the boxes to the right. Kill him and grab the Medkit and Harpoons. Drop back into the water so you can make your dramatic escape.

Drop back into the water and arm your harpoon. Make your way to the front end of the submarine. There are several underwater baddies here. One harpoon shot from you equals death and thanks to the underwater physics, these suckers are easy targets. If you need air (and you likely will) pop up near the sub. Baddies above will attempt to riddle you with machinegun fire, so be prepared to take a few hits. Once you reach the open tube, get yourself a full breath of air. Swim through until you see a path above you. Climb the ladder to exit the level.

Quay 33 Objective: Find Carrington on Quay 33 Hop up the boxes and through the open window. Climb down the ladder and empty the lockers of Medkitsand Ammo. Run across the walkway, paying no mind to any SPADs below -- you'll get to them

soon enough. Enter the control room. See those two goons talking underneath the large dumpster? Pull the lever to drop the dumpster on them both. Head outside to the right and crouch behind the crate, using your Crossbow to snipe the three guards who come to check on the disturbance.

Use the ladder to get to the ground floor. Turn right and snag the Medkit on the crates against the wall. There are a couple for goons still in the warehouse, so run through the criss-cross dumpsters to weed them out. As you need the other end of the warehouse, the door opens and a few more baddies arrive just in time to get brained. If you travel the full length of the left side of the warehouse you'll find a load of goodies, including Ammo, Armor, and a Medkit. In the office to the left of the warehouse exit, you'll find some AR Grenades. De-lish! Head right as you exit the warehouse. There's a sniper in the tower. Take him down and move along the right wall. You'll find minor resistance in the form of one guard and a second who comes out from the tower door. Kill them and continue right to collect some Ammo and a Medkit from a crate against the wall. Once you have your goodies secured, head through the orange door and climb the ladder to the tower. Grab theM60 and pull the lever to swing the dumpster into the wall. Return to the ground and head over to the crates that now serve as stairs to the hole in the wall.

Hope through the hole and climb the ladder. Snatch the Bazooka on the right and then step through the door on the left. Waste the two goons on the opposite walkway and the two baddies on the ground. Head down the ladder and across to the other walkway. Use this walkway to access the small office, where you can find a Magnetic Pass Card on the table. Take the ladder up another level for a Heavy Vest and Heavy Helmet.

When you're ready for your next boss fight, return to the ground floor and use the Passcard on the locked door below the walkway. As soon as you pass through the door, your battle begins. Boss Battle: Chopper The Chopper is an easy battle if you use your noggin. The only thing that will harm the Chopper is a Bazooka round, so it's a good thing Bazooka Rockets are so plentiful on the docks. There are two keys to winning this battle. First, stay covered as much and as often as possible. Second, only have the bazooka armed if you are going to shoot it. The heavy Bazooka will only slow you down when you need to run, so switch to empty hands when trying to run to cover or to get more ammo.

Speaking of ammo, there's quite a bit around. Once you are out, it's best to head along the right wall as there are a couple of spots of ammo. Eventually you will come to a door along the right wall which opens into the hangar where the Chopper came from. There are lots of helpful goodies in here including Bazooka Rockets, Medkits, and Armor. Keep restocking and continually refresh your health. You'll lose all weapons and medpacks after this battle, so don't let any go to waste. Stay covered and shoot straight and you should have no troubles. With the Chopper down, move right to the end of the dock where Carrington and others await. Watch the cutscene, which leads to the third and final act of XIII.

Walkthrough: Part VI
Part I Part II Part III Part IV Part V Part VI Part VII
Bristol Suites Hotel Objective: Eliminate the guards without raising an alarm and spy on the meeting from room 41.

This is another sneaking mission. If an alarm sounds, it's all over for you. Guards will find bodies, so you need to hide the dead in storage closets and other rooms with closed doors. Exit the elevator and step into the supply closet on the right. Grab the broom from the corner and more to the edge of the hall. A female goon walks by. Sneak up behind her, knock her out, and drag her back to the supply closet for a makeout session. The right side has two supply closets for storage and the double doors lead to a large room with a guard inside. You have to be careful here as there are several guards on patrol, including a woman who will enter the large room and a guard who patrols the hall. KO the guard in the room and move him to the supply closet quickly. Use your hearing to sniff out the other guards when they come through. By now you have developed excellent sneaking skills. Use them to take out the guards quietly.

From the Laundry Room, head through the only door you can open into the Cloak Room. Quietly kill the guard here and go through the many lockers to earn some Ammo, Medkits, and an Important Document. In the next room, which is really just an extension of the Cloak Room, grab the Key from the Key Box and snag the Minigun Ammo from the last locker. A guard is patrolling the red hallway at the intersection. Knock him out and drag him to the Cloak Room. Take the hall at the intersection and go to the first door on the left. This is Room 41. Use the key to open the door. Snag the Full Medkit off the bed before opening all of the stained glass windows.

More to the leftmost window. Whip out the ol' Microphone Recorder and aim it at the room directly across from yours. Use the Attack Button to zoom in. Get close on Winslow's face. This is just practice, but it's important to learn how to follow your target because when the real conversation begins, you will only be allowed to be off target for three seconds. Your target will walk right to the end of the room and then back to the left to answer the door. From the leftmost window, you can cover the entire room just by turning your aim. Don't worry when the wall gets in the way, as the subject will always appear on the other side before the three seconds are up. When the other conspirators show up, stay on Winslow as he moves to the center section, the far right section, and back to the center section.

As the conversation winds down, the Numbers spot one of your FBI compatriots. You need to keep them from escaping! Though you have just over 30 seconds to accomplish this task, it's actually plenty of time. Exit the room as the guard passes you and turn right. Turn rights at the end of the hall. A goon steps out of a room to the left. Kill him (no stealth necessary) and enter the room he came from. Look right for the circuit highlighted with a white box. Open the cover and pull the switch to stop the elevator.

It's now time to help the Feds. Go through the double doors on the left. The FBI gang are wearing helpful jackets with the lets FBI on 'em. Who'd a thunkit? If any crooks are alive in the room when you enter, waste them, but don't shoot the Feds. Follow the good guy who runs down the hall. Looks like the door to Winslow's holdout room is locked. Return to the main room and enter the elevator shaft on the right. Climb the ladder, break the vent, and crawl until you reach the next room. Drop in and you'll see one of the strangest room designs ever. Who builds a glass ceiling that is also the floor of another room? Crazy. This is a major benefit to you as this become a very easy boss battle. Boss Battle: Number IX, Winslow This one's easy, even though you have only the miniguns at your disposal. Target the two conspirators and fire away. Don't drop down into the room below. Instead, focus on Winslow with your miniguns. He has a shotgun, which means he won't shoot very often. Stay on the move and keep firing. Go to the back of the room to reload.

When Winslow is dead, drop down onto the pool table. Grab the Ammo. It's time for one more rat to die -Willard. Head out the only door that opens. The Feds warn you the Willard escaped. He says this right before Willard caps him. Boss Battle: Number V, Willard Willard is a bit tougher than Winslow. First he has a Kalesh, which can eat you up in open ground and

secondly, he's got a lot of open ground. Your best bet is the shotgun. Run across the corridor, past the dead Fed, and shoot Willard. Follow him as he runs, weaving to avoid taking too much damage. Don't be shy about using your medpacks.

When you enter the conference room or are near any chairs, be sure to crouch and use them as cover. Willard will rarely hit you when you have cover. Once Willard is toast, step to the dead body to retrieve some important info.

Sanctuary Garden Objective: Infiltrate the sanctuary and eliminate the guards without raising the alarm. Once again you must be sneaky as you infiltrate the Sanctuary. Look to the left of the truck for some deadlooking foliage. You can break through the leaves here like you would an air duct vent. Do so and move to the other side. Take the path to the right. A guard is on patrol and is obviously in need of a sniping. Don't worry about hiding this fool. Take the left path at the intersection and you'll run into the other guard. Kill him.

Take the narrow, winding path. Stop at the four-way intersection. There's a guard to the left and the right. Aim at one side and wait for the guard to show his face, then waste him. Quickly move to the other side and waste the other guard before he can call for help. After he's dead head straight from where you reached the intersection. You'll come across another guard who needs killing before hitting a large open courtyard. Snipe the two guards patrolling near the fountain.

Head through the open doorway behind the fountain. In the next grassy area there's just one guard. You can use a brick found on the stone path to conk him on the head and save yourself a crossbow bolt. Dive into the pond, break the grate, and continue your swim until you reach the well. Swim up and grab hold of the ladder. Two guards are patrolling by the well, so don't run out immediately. Wait for them to mention a chopper. Step out and both their backs will be turned to you. Do your business.

Look for the setting sun and leap onto the cliff ledge. Move along the ledge until you can move no further. Look up and spot the green halo hanging above you. Grapple it and swing across the gap. Hop up the rock to the dead foliage and break on through to the other side. There are two guards who patrol the lower area and three up top. Though it's tempting, don't waste the guard on the stairs. Let him leave. Move along the row of bushes and snipe the other guard in the back, then more to the left side of the stairs, hiding behind them. When the other guard comes down on patrol, whack him.

For the final three, we recommend screwing the quiet plan and instead running up with the Kalesh and wasting all three in short order. If you want to sneak, there's a guard on the left side, one who covers the right, and one who works center. Take the left path to snag some Grenades and a Medkit. Now take the path less traveled, the one to the right. There are no more enemies, so run around like a fool. When you reach the Chapel, a flashback triggers.

Following the flashback, enter the Chapel. There's an obvious trap door on the floor and an equally obvious switch, but when you hit it the trap door only opens part way. Looks like the thing is busted. Well, this is a dead end, guess the game is over. No, wait, go behind the giant cross and punch it several times to topple it over. It crashes through the trap door. Drop down to end the level.

Sanctuary Hall Objective: Find the place where the Clan of 20 meet up, but do not attract the attention of the Clan members. Once again you need to worry about enemies tripping alarms. However, in the Sanctuary the rooms are often contained so you can feel free to fire loud weapons so long as you take down the enemies in each room quickly, before they can reach the alarm. The catch in the Sanctuary hall is that you can only attack the goon guards. You cannot harm the Clansmen. Yes, that seems weird, but that's just the way it is. No shooting the Clansmen... yet. From the start of the level, climb the ladder. When you're at the door, listen to the conversation, but don't enter the room. Once the conversationalists leave, enter and waste the two guards inside. Head through the open door and listen to the conversation in the next room. Once it's over move forward and knock out the

guard whose back is to you. There's another guard on that side to your right and two across the gap (one by the stairs and one patrolling to the left). Snipe them and move across the stairs.

Take the door at the left end of the walkway. Down the steps is another guard. Take him out and grab theKey from him. The double doors to the left are locked with a pass code, so you can't use the key there. However, you're in luck as either door to your right takes you where you can use your newfound key. Take the stairs to the other walkway and turn right. Use the key to unlock the gated door at the end of the walkway.

Inside is an uneventful little room with two desks. Open the drawers to find the Magnetic Pass Card. Return to the previous room and us the card to unlock the door. There are no enemies this entire time, so put away your guns, drop your pants, and sing loudly. Stay at the top of the steps and peek down at the two guards chatting it up. Take them out quickly, by any means you enjoy. Ignore the eerie obelisk for now and head through the passage at the back left of the room. In the workshop, grab the Full Medkit off the table. Now it's just a matter of finding the secret stone (there's always a secret stone). Look at the wall to the right of the paint cans. Near it and the Action Icon appears. Press in on the wall to reveal a secret compartment containing an Important Document and the missing Statue Piece.

As soon as you grab the piece, a pair of hot evil women storm into the larger room. Greet them with gunfire. Step to the statue and place the missing piece inside to reveal a staircase. Head down the spiral stairs in the corner of the room and prepare yourself for the next level.

Sanctuary Crypt Objective: Spy on the meeting and eliminate the guards without raising the alarm. Leave the foyer of the crypt. Around the corner is a female guard. Take her hostage or otherwise incapacitate her. Around the next corner there are two more guards. One is directly to your left, the other is own the hall. Take them down quickly. Continue down the hall until you see a corner with some light coming through slots in the stone. To the left is a guard with his back to you. Use a nearby brick to knock him out and drag him behind the corner so he isn't spotted by the guards ahead. Return to that corner and wait for the other guard on patrol to appear. Snipe her.

Look up and you'll spot a hook to grapple. Ascend and head to the left. There's a guard who is patrolling in front of the three doors, but he's the only one around, so feel free to use your Assault Rifle on him. With him down, enter all three small rooms to get some Crossbow Ammo, a Medkit, and an Important Document. Head outside and take a right. Move along the ledge. Look for the hook above the gap. Swing across to the other side.

Move along the ledge to the front of the rooms. Enter the doors (one lock needs to be picked) to grab somegoodies. Continue to the right until you come to an opening. There are two guards below you. Snipe them quickly, before they notice you. Go to the right corner and leap to the stone with the Full Medkit. Jump down again and once more to reach the ground safely. Be careful as you enter the large room as there are two guards at the end of the room in front of some enormous double doors. Kneel and snipe them quickly. Go through the small passage along the left wall. Take the stairs and lockpick the door. Head up the steps to the next locked door. The Numbers are talking and you need to get up close for full-on spying. Pick the lock of the door at the top of the next set of stairs. Stop at the door. There are two patrolling guards. You need to hit them quickly. Loud noises are acceptable so long as they die fast. Move up the steps and pick the lock of the next door. This door leads you to a very narrow ledge. Step onto the ledge and jump down to the platform below (it looks a little too far below, but trust us). Look to the opening on the right to watch the meeting taking place. Do not interfere. Wait for the boring meeting to end.

With the meeting over, there's nothing left for you at the Sanctuary -- it's time to escape. Grapple the bell above you and descend to the church floor. There are four clansmen (two on the floor, two in the balcony on either side) in here that must be dealt with. Use the altar for cover and take them down. Once they're dead, head through the door on the left and waste the baddies inside.

Use your Grapnel to swing across the chasm from one balcony to the other. There are some more goons waiting for you, so take down the hooded ones. When you reach the small room with the stained glass window, head to the door on the right to end the mission.

Sanctuary Cliff Objective: Run to the end of the cliff! This is one of the more satisfying of all levels in XIII. Your job is merely to run along the cliff and shoot people. It's that simple. Clansmen come both high and low, making long-ranged ammo a precious commodity. Anytime there is a ledge above you, look up to make certain there isn't clansman trying to snipe you. When you are in close, use your pistols instead of the Assault Rifle.

After killing the first two clansmen, look up for a hook you can grapple. Ascend and continue. From here it's a matter of wasting the many men coming at you and using the zip lines to cross the gaps in the ledge. No trickery here. Once you've passed the checkpoint, there are no more snipers to worry about. The tricky part comes when you reach the end of the run. Amos calls in a rescue chopper, but before it can reach you, four enemy choppers must be taken down. Wait... you don't have a Bazooka, how is this gonna be possible? Simple: You don't have to take down the choppers, just the baddies inside.

There will be one to two baddies in the belly of each chopper. Aim at them. When they die, the chopper can't harm you and takes off. Keep moving left and right to make it tougher for them to hit you. Don't be shy about using Medkits, as all your inventory disappears after this level ends. When the final chopper is gone, the FBI copter comes in. Run to the edge of the cliff and leap to the ladder to end the mission. SSH1 Base Admission Objective: Infiltrate the secret SSH1 Base while avoiding being spotted. The plan is to have Senator Sheridan lead you inside the base for a bogus meeting with the President. Follow Sheridan inside. At the final security door, the President's aide denies you access. Shunned, you need to follow the guard and head out the security door. Take a right, into the locker room. If you are spotted at any time after this point, the guard will run for the alarm. If he hits it, the mission ends. You cannot kill guards, but you can knock them out. Grab the broom and KO the guard on the bench. There's another guard singing in the back right corner. KO him with the bottle or a chair. Head to the double doors and pick the lock. Grab a chair and open the door. Head straight to the door in front of you. There's a guard inside, with his back to you. Knock him out. Snag theMagnetic Pass Card from the counter and hit the Red Button to unlock the doors. Head back out into the

hall and use the Pass Card to unlock the door. Wait for the guard to pass, then head left and go down the stairs to the large metal door. Use the Pass Card to unlock the door and head inside.

KO the guard patrolling the hallway ahead. Look left. See the electrical room? There are lots of these in this area and they are the one place you will want to stash bodies. Do so now. With the body stashed, head out of the electrical room and take a left. At the intersection, take another left. A guard is patrolling this area. Knock him out and hide the body. At the next intersection, take a right and KO the guard before he gets to the security station. Take him back down the hall and hide him in the electrical room. Another guard will be coming down the hall across from this room. Hit him fast and hard and hide his body.

Go back towards the security station and take the door to the left, before the security station. There's a guard patrolling here. Take him down and stash his body. Directly across from the latest electrical room is the door to the security station. Enter and smack the guard whose back is turned. You can leave him in here. Hit the Red Button on the console to open the nearby doors. Return to the electrical room. See the overturned box? Hop on it and leap to the generator on the right. Smash the vent and crawl through, grabbing the Full Medkit inside. Drop down the other side to find yourself by the security station once more. Head into the main room and go left to the elevators. Press the button by the left elevator and step inside. Once in the elevator, hit the button to take it down to the next level.

The doors open within view of a security station. A guard is on watch inside. Crouch and head right. Enter the first door on your left. The guard station is to your left, but there are more important things to deal with right now. As you near the corner of the hall, a guard turns and enters into the nearby locker room. Follow him inside and knock him out. Hide him in the shower room to the left. Head back to the hall, but look left as you exit. If a guard is standing there, jump back into the locker room and wait about 15 seconds for him to leave. Once the coast is clear, take a right and enter the security station. Take the guard inside down quickly. This will neutralize the cameras inside the rest of the level (no other actions need to be taken inside this room). Head down the hall where you dodged the previous guard. Hide behind the metal cabinet and wait for the guard to appear. Wait for his back to be turned. You'll see a second guard (who is at the end of the hall on the right). Once both are looking away, bash the nearby guard and drag him into the electrical room to the right. It's not time to take down the other guard in the "danger sense" window. Use the metal cabinet on the right hand wall for cover and make your way towards him. Take him down and drag him into the nearby electrical room on the left.

Continue down the hall until you reach some double doors. Open them. There are several men talking in the cafeteria, but they won't notice you if you move quickly. Go left and through the sliding door. Grab the guard who's standing at the vending machine, taking him hostage. Drag him backwards till you reach the bathroom in the back of the area. Knock him out in here and stay in the bathroom. Make sure the door is closed. Listen to the conversation and wait for the two men to leave the cafeteria.

The two men will leave (your danger sense shows them heading off) and a guard will come into the lieu. Stand in front of the door and whack him as he enters. There's no need to hide him as you're about to finish the level. Head into the cafeteria and take out the guard standing with his back to you. Take the door to the left and move to the back of the room to complete the level.

SSH1 Trap Objective: Neutralize the GIs, but avoid being spotted. Protect the President once you've found him. You begin on the other side of the room where the last level ended. This level begins with a bit of stealth, but it's only for a few moments. Don't even bother hiding the bodies, it's that quick. Grab the broom by the door, exit and whack the guard in the hall. Charge and smash, don't bother with the sneaky. There are two more guards down the hall. At the corner, wait for the guard to appear near the double doors, then rush him and knock him out. Quickly move down the hall to find the other guard with his back to you (if you take too long, he may be turned, but if you hit him fast, it won't matter). Take the door to the left. There's one guard in here, patrolling back and forth. So long as you have something in your hands to KO him when you enter, you should have no troubles rushing him for the knockout punch. That ends the stealth portions of XIII. What remains are several run and gun levels, including the rest of this level. Enjoy. Make sure to grab everything in this room, including the Full Medkit and all of the glorious ammo. You'll need it. Go back through the hall and pick up ammo from the fallen soldiers. When you are ready, strap on the Assault Rifle and head through the double doors at the end of the hall. Boss Battle: Number III, General Standwell This room is one big trap just waiting to happen. Head toward the back left inset. As you reach it, SPADS come out, five to be exact. Stay behind the inset, using the odd, bar wall for cover. Pop out and shoot, letting the SPADS come to you. Do not use any of your three AR Grenades! Once the fab five SPADS are dead, Standwell appears. He totes an M60.

Move out, using the large columns of the center office for cover. Fire all three of your grenades at Standwell from a distance to cut down his health significantly. Pop our, left or right, from behind a column and attack, then move back for cover and reload. Continue to do this until Standwell is dead. Head to the body to grab the M60 and the key. Keep using the Assault Rifle for now. Return to the spot where you were hiding from the SPADS. The door should say 'Security Personnel Only'. Unlock the door to find the President. Don't kill him fool! Hit the Red Button on the right. It's time to get the President to safety. You'll note that the old man's passed out. Switch to your Minigun and pick him up. Before leaving the area, take a right and go into the door in the inlet (which is located on the right of where you entered this room). There's a medicine cabinet here. Shoot it and grab the Medkit inside.

Head through the double doors at the other end of the room. When you reach the checkpoint, back up behind the corner and drop the President. Take out your favorite gun. Turn the corner and you'll see some SPADS taking hostages away on the upper level. One spots you and jumps down and a few others join. Kill them. Leave the President and head down the hall to the right. There's a goon in the room on the left (along withGrenade and AR ammo) and another goon in the Locker Room at the end of the hall (where you'll find BodyArmor and a Medkit in a medicine cabinet). Once you have all your goodies, return to the President. Scoop him up and move down the main hall until you spot the GI around the corner. Don't shoot him! Follow him to the elevators and lay the President down. Don't worry, he will see to the President's health. There's a firefight in the next room. Arm yourself accordingly. Run to the overturned table and toss a couple of grenades at the bad guys, then pop around and finish them off with the weapon of your choosing.

Down the hall to the right is another set of baddies behind a table. Use the same tactics to end them. Move to the giant metal door. The soldier will open it for you. Head inside. You are certain Calvin Wax is Number I. Head to the door to hit the next level. You'll soon find out if you're right about that.

Total Red Objective: Stop Operation Total Red. This is a short level, one filled with bloodshed. Should be a gas. Head through the metal vault door as it opens. You'll spot Senator Sheridan and two lovely companions trapped behind impenetrable glass. To save them, you'll need to end the lives of many SPADS in the Control Room. Take the door to the left and fill up at the armory. There's a lot of goodies here, so make sure to grab them all. Use your lockpick on the Control Room door to gain access. As you enter the outer area, note all of the men inside. You can't shoot them through the glass, and they can't shoot you. Remember that. Get to the glass double doors, open them and fire (we recommend the M60). You can back out of the main room at any time and reload or heal behind the safety of the glass. Watch for the snipers on the upper walkways. Once it appears everyone is dead, a few more come from the stairwell to the left (when facing the giant screen).

Head up the stairs and kill the remaining men. Look at the window. You can't get to Wax, but you do learn he is Number II, not Number I. Patrick Magoohan is laughing somewhere right now. Can you hear him? Number II Waxes himself, but not before setting of the launch codes for a half-dozen nukes. Oops. Head inside and grab the Magnetic Pass Card from Wax.

There's no timer, so take your time on your way back out of the main control center. Grab the ammo off the control boards and then return to the door you used to enter the area. To its left is a locked door. Use the Pass Card to free Sheridan, who will then take you to the large vault door down the hall. Follow him. When the door is finally opened, head inside for the penultimate level and a showdown with The Mongoose.

SSH1 Final Objective: Cancel the base's self-destruct procedure. Head through the door as it opens. You have two minutes before the nukes launch and life as you know it ends. That gives you 120 seconds to cancel the launch sequence. Move straight ahead, into the missile silo. Step onto the platform and activate it by pressing the button on the right. As it moves, get out your grapnel. As soon as the Grapple Icon turns white, use the grapnel and swing to the other side.

Head down the hall to the right. A blast door closes, cutting you off. Take the room to your left. There are goodies on the table and in the Armory, but you will have a chance to get them after the sequence is cancelled. Go to the right from the entrance to find another door. Take this to the locker room. Look to the right wall. See the map? Smash it to reveal a vent. Smash the vent and climb inside.

At the end of the shaft, drop down into the control room. See the big red button on the console? It should cancel the destruct sequence, but it's booby-trapped. Touch it and die ( as seen above). Instead, head right, up the stairs. Use your lockpick on the door. Inside, there's a door to your immediate left. Use your lockpick again. This is the generator room and your salvation. Shoot the lock on the door to the generators. Head inside and use grenades or guns to destroy every single generator. When the job is done, you'll be told to head for the exit.

Outside the generator room, take a left down the hall and pull the switch to open the door. You're back where you started. Take the door to your right to stock up at the Armory. Don't forget the Full Medkit and Helmet on the table. Return to the hall and continue forward to reach your starting point. Walk back into the silo. To the

right you'll find a ladder. Take it all the way down. When you reach the bottom, Mongoose appears. Looks like that final showdown is at hand. Boss Battle: Mongoose Mongoose is your final foe and therefore the toughest battle in the game. Mongoose has three attack phases, but only one method of attack. Each time you knock out a third of Mongoose's health, the battle changes slightly. From the start, Mongoose will hide behind the center missile. He has twin miniguns and is incredibly accurate with them, making for a near instant death should you get too close. That's right, sugar, back that truck up. Head behind the missile to your left, with your Assault Rifle at the ready. You should have six AR Grenades from the Armory. Step to the left and look at the center missile. Nine out of ten times, Mongoose comes from the left side. When you see the red box appear, fire a grenade and retreat for cover.

Your goal is to knock down the first third of his health with grenades. Occassionally, Mongoose attacks from the right (but that's rare). If it happens, there's nothing you can really do, but take a couple of hits before getting to cover. If you run out of AR Grenades, use regular grenades. Once Mongoose is a third of the way down, a cut-scene showns Jonesy taking down enemies from above. They fall, packed with ammo. Should you run out, they are a good supply of bullets and Medkits.

The center missile has now receded, putting Mongoose on the move. You need to do the same. Mongoose will attempt to hide behind other missiles and then flush you out. Any time he talks, look at the dialogue arrow, as it points to where he is. Your best bet is to continually move from missile to missile. When you spot him, back pedal and fire. Don't run to meet him. Remember, the closer Mongoose gets, the deadlier he is. Keep moving away as you fire. He'll soon retreat and the game of cat and mouse begins again. As you move, more enemies will fall to their deaths, providing easy ammo and health pick-ups. Always heal if you are under 50 health. Though the M60 does a good deal of damage, be careful using it, as it will slow you greatly and speed is important here. This one is your own call as to whether you are more comfortable with the M60 or Assault Rifle.

When Mongoose is down to his last quarter health, the remaining missiles will recede, leaving you no cover. This is a good time for the M60, because you need to hit Mongoose hard and fast. Keep healing as there's nothing to save your medpacks for. Hit him fast, hard, and direct. He'll die, falling down one of the missile shafts on his way. Take the ladder back up top and follow Jones to the elevator. Time for a much needed boat party. And so it ends... on the next level.

Lady Bee Objective: Enjoy the party. This is it, the final hoorah. The fighting is over, but the mystery remains. It's time to uncover your true past as you celebrate yours and the Senator's victories on his yacht, the Lady Bee. This one's about as easy as they come. There's only one path to follow at first, so make your way to the President, who will chat with you, then to Jones who is looking hotter than ever. Continue along the boat till you reach Carrington. His words are interrupted by an explosion, which turns out to be fireworks. Head to the front of the boat and watch. They are so magnificent, that Carrington would like you to get Wally Sheridan. Face the cabin and take a right.

You'll see a man enter a door to the left. Follow him. Head through the doors to the stairs and take it down. There's only one room you can open and enter there and that's Sheridan's office. You'll hear a woman begging with him about a lost child. Grab the Document from the desk. Once the conversation is over, look to the picture of Sheridan and enjoy a flashback (sometimes you have to re-enter the room to trigger this).

The identity of Number I remains a secret, and as you can see, the adventures of Jason Fly are far from over. That's it. The end. Watch the credits, take your dog for a walk, and get a job. Congrats!

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