Solution for No One Lives Forever 

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Welcome to UNITY. Now go away.
Meet Cate Archer, former thief turned superspy. Of course, she'd like to be a 
superspy, except that UNITY, the top-secret British agency she works for that 
tries to preserve peace across the world, won't let her do anything useful 
because she's a women. 

Now it looks like her time has finally come. Her country, and the world, needs 
her. It needs her bad. Well, only because she's all they've got left, but that's 
not the point. 

This is an easy mission, set up to teach you how to operate within the world of 
No One Lives Forever. But since we took the time to find all the Intelligence 
Items for you, you may as well read it. 

The Goods
Intelligence Items Found: 16/16
Intelligence Item 1, 2: While talking to UNITY department heads (simply reply 
politely). 
3 - 10: During Advanced Tactics Training on the tables (you have to get them all 
to keep going). 
11: After Advanced Tactics on the table. 
12: After Advanced Tactics: Sneaking, on the table. 
13,14: On the Firing Range on the walls (where the Airweight is and the "shooting 
through walls and objects" area). 
15-16: In Santa's Workshop barrette training area, one on the table, the other on 
the wall. 
Unresolved Issues
None. 

Step-By-Step
Get to the War Room
  When the game begins, you find yourself in Unity's main hall. Save your game 
and move forward. Go through the door to the left, and you'll see a sign pointing 
towards the Briefing Room. (Check out the sleeping scientist as you walk by). 
From there just straight and there you are. 
 

When you meet with your superiors, you get upbraided for being late, then get the 
chance to either be flippant or polite. Choose your response. Remember, you 
always pay your dues. Be nice. For this you get an Intelligence Item #1. Now just 
watch the show. 

Now listen to Greyhair insult you some more, then choose your response. Stay good 
to get Intelligence Item #2. Then head out to the Toy Shop. 

Basic Training
Leave the Briefing Room, then turn left. Follow the signs to the elevator and go 
on down. 

Go talk to the Big Burly Guys (BBG's), who "advise" you to go through the 
training course. You can skip it if you like. For those who need help getting 
through it, here's what to do. 

Go straight ahead to the Basic Field Tactics. Go through the door, then follow 
the instructions to get through Door 1. Now you know how to use the targeting 
box. "Activate Leon" - isn't that fun. 

Watch the Glasses Boys, then take off to Advance Tactics Training. Go back to the 
elevator, then turn right. The next door on the left is the Advanced Training 
Tactics area. 

Again, just follow the instructions. Grab the armor and ammo, then in the next 
room get all the intelligence items #3-#10. Then go through to learn how to 
arm/disarm explosives. When you go through, go through the door to the right, and 
make sure you pick up Intelligence Item #11 (the UNITY plans). 

In the next area learn to sneak. Basically, walk and crouch. Sneak past the first 
guy, then sneak past the second by staying on the carpet. The third guy isn't too 
hard either - just take quick "peeks" (there's no leaning in the game, so just 
strafe past a corner and dart back). Wait until his back is turned to get by. 
When you go to leave the Sneaking area, check the tables - there's an 
Intelligence Item #12 (the envelope) that needs to be grabbed. 

In the next sequence, use your flashlight to get through the dark (just hit L). 
Go get through, go past the yellow light and turn left. Then turn right and 
follow the hallway. Don't shine your flashlight on the scientist, or you'll have 
to start over. Keep going forward and left of the scientists to get out. 

The next task is to get to Firing Range. (Listen to the scientists talk before 
going in - loads of fun.) Get inside, grab some guns, and blow stuff up. Pick 
your weapon - the Airweight Revolver can't be silenced. After you hit the button 
just hit the four targets as they pop up. 

Petri .38 Airweight Revolver - can't take a silencer, but works well. 

Shepherd Arms P38 9mm - It can take the silencer, something that will come in 
handy. 

Hampton Carbine - A truly "silent" gun. Not as lethal as a rifle, but it hits 
hard without a noise. 

Once you're done just select "none" and go through the Exit. 

You're now in another firing range (check the walls for Intelligence Item #13 and 
#14 in both firing rooms). 

Here's a nice thing you learn - don't kill innocents - if you do, the missions 
over. And its over if three or more innocents are killed in the mission. So you 
can't just run around like a psychopath. (Yes, I know how much that hurts some of 
you.) After getting through the sniper area (if you've got a wheel mouse, it 
makes this very easy), make sure your weapon is holstered before seeing the White 
Coat. 

Last place to go - Santa's Workshop. Go through and to the left. Otherwise known 
as Gadget Lab. Go into Cage 1 and pick the locks with the barrette, and make sure 
you grab Intelligence Items #15 and #16 on the table and the wall. Activate 
Option 2 (Hit the Option 2 key, then "Fire" to activate the second option). 

Once you've gone through, just head to the Exit. Time to put those skills to 
work. 


Deaf, Blind, and certainly Dumb.
  Ah, finally out on your first important mission. Looks like life isn't good for 
Morris Monroe - he's been marked for death (wasn't that a Steven Seagal movie?), 
he's nearsighted and death - and the only thing that'll keep him alive is Cate's 
deadly aim to pick off assassins. All you've got to do it sit in a building, and 
if it looks likely to H.A.R.M. the ambassador (I kill me), take the bugger out. 
 

Updates
Nov. 20, 2000 21:00 MST: After a lengthy cold, TysonM submitted an update that 
reveals another Intelligence Item between the vending machines. 

The Goods
Intelligence Items Found: 6
1: On the table in the first sniping room. 
2: The envelope on the wooden railing in the first courtyard area. 
3: In room 12 under the dresser. 
4-5: In the mailbox next to the blue door (after Morris Gallery #2). 
6: This is really hard. In the courtyard, there's an open window. Face it, and 
then go right and jump onto the wooden railing. Run into the wall towards the 
window - you should skirt along the wall edge to the open windowsill, then get 
inside. Very hard, but there's that intelligence piece inside. 
7: TysonM submitted an updatethat reveals another a tiny roll of film between the 
vending machines. 
Unresolved Issues
None known. 

Step-By-Step
Recommended Items
I choose the 9mm over the Revolver, in the off chance that I found a silencer. 
You have to take the Carbine, so deal with it. The other items are pretty much 
mandatory as well. If you choose the 9mm you also get the silencer. You should be 
ready to go. 

Protect Morris
Did you ever see a Duck Gallery? One of those devices with little ducks moving 
back and forth that you had to shoot with a BB gun to knock them down? You get to 
do the same thing here, only its to evil H.A.R.M. agents out to take out 
Ambassador Monroe. 
   

Listen to Bruno to learn more about the traitor situation, and remember that 
Monroe is going to be on the second level. Then choose from a series of responses 
to give to Bruno. Have him call out the targets for you if you want it easy, 
otherwise use the bottom option for a real challenge (you'll have to hit just 
about everybody the first time). 

From here, if it looks like a bad guy with a gun, shoot it. Stay cool and keep 
scanning the buildings between shots. 

Good - that's over. Now you have to get to Apartment 12 and wait for orders. 
Before leaving, grab Intelligence Item #1 on the table, then the ammo in the box. 

Leave the room and go down the hallway. Ignore the doors - they're locked 
(including the one where the gentleman has locked himself out). Open the door at 
the end of the hall, and listen in on the two guys below if you like. Even 
better, if you follow the platform you'll find Intelligence Item #2 (the 
envelope). Hey - its about you! 

When you're done, go down the stairs. There's some armor close to the tree. Grab 
it for protection. (Though it you're already at 100 armor, you can't get it). 

    Open the brown door - to get to Apartment 12, go right. When you get in, 
Bruno tells you that Morris is almost there. Grab Intelligence Item #3 under the 
dresser, then whip out the Carbine and get to the window. Start shooting the bad 
guys some more - once they're dead, Bruno gives his congratulations and reminds 
you to "check the mail before you go". 
 


The Escape
The good news is that Morris gets away (though clueless about how close to death 
he came). The bad news is that there's 6 thugs coming after you. Not a happy 
thing. Get to the right behind the dresser, since the thugs can shoot through the 
slats. It makes you harder to hit from there. Whip out the 9mm and tag them in 
the head as they come in, or pop up and down to shoot through the slats. 

  Once they're dead, go through the door. Sneak down the hallway. You'll see the 
next one up the stairs and two behind the tree - I'd use the Carbine on them. 
Once they're gone, check the mailboxes next to the doors for Intelligence Items 
#4-#5. 
   

This is really hard. In the courtyard, there's an open window. Face it, and then 
go right and jump onto the wooden railing. Run into the wall towards the window - 
you should skirt along the wall edge to the open windowsill, then get inside. 
Very hard, but there's that Intelligence Item #6 inside. 

Before you go, check between the vending machines - TysonM submitted an update 
that reveals another Intelligence Item between the vending machines. 

Once you've got all you wanted, go through the blue doors to go to Scene 2. 

Baboons, Bruno and Bombs
With Ambassador Monroe safely away, you know have to get yourself out of harms 
way. And standing in your way is a ton of thugs with nice, neat little guns, 
hoping that by killing you they'll get a raise (so they can buy their wives new 
houses. The thief market is very hard these days). 

So your goal here is to find Bruno in the main lobby. Oh, and don't die along the 
way. And try not to upset the tourists if you can avoid it. 

The Goods
Intelligence Items Found: 12
7: In front of the Avis sign around the monkey folks. 
8: To the right of the arguing couple is a locked door. Inside is the briefcase 
you want. 
9: Inside room 101 under the bed (you'll see a French Maid). 
10: On the second floor past where the Red Coat and the other thug talk about you 
(the whole "you're eyes will be ripped out" scene), jump onto the balcony 
railing, turn right and open the window to get inside. (It's room 201). 
11: In room 204 next to the television. 
12: At the bar with the drunken businessman in the green suit. 
13: On the counter with the travel agent giving out brochures. 
14: In the open area with the tourists. 
15: On top of the ice machine (close to where the thug had to pee). 
16: In the briefcase at the locked door convention area. 
17: On the table (envelope) at the locked door convention area. 
18: On the table in the patio around the flirty thugs. 
19: The note hanging on the wall with Bruno. 
Unresolved Issues
None known. 

Step-By-Step
Straight to Bruno
  Look like Baldy is planning a trap. Sneak by the Monkey Man and the Thug. 
Intelligence Item #7 is up next to the barred gates - pick them open with the 
barrette. Don't worry about the Monkey Thug - he never turns to face you. Then 
change the barrette to poison mode - sneak up behind the next thug, but make sure 
the guy on the balcony can't see you, or else he'll open fire. You can tell when 
Balcony Boy is coming when you hear the door open and close. Hit the thug with 
the poison barrette, then sneak by. If you go to the left of the door, Balcony 
Boy won't see you. Listen close at the door - a thug likes to walk by. I found it 
best to open it, then walk through to trigger him. He'll stand to the left of the 
door - when you hear him walk away, sneak around and take him out quietly. 
there's another guard who patrols from the right path. Get rid of him as well. 
 

If you go to the right path, you'll find a locked door. Pick open the lock. 
Inside is Intelligence Item #8. Follow the right path until you come to room 101, 
and look for Intelligence Item #9 under the bed. (BTW: a French maid... in 
Morocco, Spain? What?) There's also some armor in room 103 if you need it. 

If you keep following the path you'll see a sign that reads Toilette. You'll see 
a lady who's had her coin stolen by a machine (Mosley and dimes, this lady in 
machine - seems that coins are a problem here.). 

  At the top of the stairs are two guys talking about you. My, but you're 
popular! When they're done talking, sneak up behind the man in the red coat and 
give him a hair styling. Follow the hallway, but be cautious of the next thug 
just right around the corner. Wait until he passes by, then go to the left and 
get the thug on the balcony. Once you get him, hurry back where you saw the Red 
Coat guy, then wait for your friend to go back around again. The best way to get 
him is wait for him to go by, then go strait past the hallway to the balcony, 
then turn left - there's a door here that leads back to the balcony. When he 
turns his back to you, take him out. Yup, making balconies safe for all people. 
   


Jump onto the balcony railing, then go to the right. Open the window for 
Intelligence Item #10 on the dresser. Open the door and you'll find you were in 
room 201. 

Once the balcony folks are out, open door #203 - there's some armor in there. 
Then run down the hallway to room #204 to find Intelligence Item #11 (the 
envelope). Open the far door - another thug down this hallway. Wait 'till his 
back is turned so you can do his hair (aka use the poison barrette). Go down the 
hallway where he was until you reach an outside bar. On the bar table is 
Intelligence Item #12. 

Be careful while moving down past the bar - there's another thug waiting there. 
There's also a couple of guys up in the tower. You'll need to take out the 
Carbine with that one. Take him out from the back, then get the guy in the left 
tower first (since you'll be far enough away he won't see you). Hide back behind 
the wall - another thug comes out running (seems that silencer doesn't work all 
that well). Tag him when you get a chance. 

At the other end of the courtyard to the right is a Red Coat talking to a ticket 
agent. Wait until he's done talking - he'll take up post to the entrance to the 
next area. I found it best to throw a coin past him, then while he walks away, 
hit him in the back of the head with the Carbine. The other option is to sneak 
around to the left and hide behind the sign, then get him with the poison dart 
from behind. Then go to the ticket lady's desk for Intelligence Item #13. 

    Sneak around the corner, and get the other Red Coat. Talk to the folks on the 
right hand side. In front of the guy with the blue shirt is Intelligence Item 
#14. Around the next corner are another pair of thugs (and one who has a bladder 
problem...). Wait for them. Get through the right side and barrette the Red Coat, 
then go to the left to get his bladder problem friend. On top of the ice machine 
is Intelligence Item #15 (the briefcase). 
 


Down the path to the right are two more thugs - a Red Coat and a regular White 
Coat. I used the old Carbine on them. I've also noticed that sometimes just one 
guy is on the floor level, while the other two will hang out on the balcony 
above, so keep you eyes open. It is possible to get all the thugs 
without "alarming" the innocents - just keep a pillar between you and the 
innocents when you're shooting your Carbine, and they won't notice a thing. On 
the table past them is Intelligence Item #16. There's also some armor behind the 
two travelers next to the suitcases. Behind it all is Intelligence Item #17 
(briefcase). 

Go to the hallway (you'll see a woman in pink to the right). If you talk to her 
she mentions some "goons in the hall". Talk to her three times, and she'll go and 
distract the thugs for you. Go around through the outside patio and through the 
far door. Make sure you grab the Intelligence Item #18 on the table. 

Go down the hallway, but keep an ear out for footsteps. At the end to the right 
are two more thugs - one standing still, the other wandering about. You can get 
both of them with the poison hairpiece if you want - and its best that way so the 
flirting guards won't detect you. Where the hallway goes to the right there's 
some armor. 

  Keep going straight, then down the stairs. Look, its Bruno! Run to him, Cate! 
Run to him! All right then, walk to him, Cate! 

NOTE: If you look at Bruno's "dead body", you'll notice he's...blinking? 
Technical flaw or plot device? 
   


Ka-Boom
NOTE: I've found the position of the bombs and guards is somewhat random. This is 
a general outline where you can find the bombs and thugs - if you've found them 
somewhere else, let me know. 

Bummer. This isn't good - not only do you have your own hide to worry about, but 
everybody else's. Load up the 9mm and get running. Around where Bruno was 
assassinated is a note hanging on the wall (Intelligence Item #19). Get back up 
the steps and take out the two thugs, then disarm Bomb #1 (just walk up and "use" 
it). Retrace your steps back down the hallway, where another two Red Coats 
waiting for you with Bomb #2. Down the steps and two the left are another two 
thugs. They were planting Bomb #3. Go back inside and down the right corridor. 

To your left are two thugs shooting an innocent. Kill them quick, and he'll run 
to freedom. The next part is trickier to keep the innocent alive - up the steps 
to the right, two thugs at the end of the hall are attacking another innocent. 
Try this: get to the stairs, then load up the turbine and turn on the zoom. 
Strafe to the left, and tag the thugs in the head before they can finish killing 
the woman. It's not easy, but it can be done. 

Go towards the woman you just saved, and two the left are two thugs. But its 
weird - if you shoot at them, they take the long way around. Take advantage of 
the AI script and shoot them as they emerge behind you, then disarm Bomb #4 next 
to the telephone. 

Back in the courtyard is another hostage situation - I'd recommend the 9mm to get 
their attention. To the left of him are three more thugs. Carbine sniping works 
well. Then rush forward to get Bomb #5. 

Go up the steps and back to the balcony, where two thugs are trying to kill some 
poor guy (sometimes they'll be on the first floor harassing the Coin Lady). Get 
rid of them, and you'll enter Scene 3. 

Cate Archer in...Escape from Morocco!
Come on down to Morocco. See the sights. Smell the streets. Run in terror from 
red-capped thugs trying to blow you lovely head off. And while you're at it, try 
and find Volkov. 

The Goods
Intelligence Items Found: 11
20: Straight ahead next to the armor. 
21: On the second floor of the first building, next to the plant. 
22: Next to the telephone up the ramp next to the guy who shouts out that he 
heard shots. 
23: On the second floor down the hall from #21 on the floor. 
24-25: On the second floor next to the fruit stand, under the tables. 
26: Past the monkey talking people, on the floor (you'll trip right over it, 
folks). 
27-28: In the cargo room (behind the blue door, where three thugs are hiding). 
29: Under the bridge water, next to some ammo. 
30: Be nice to the captured thug at the end of the mission (or torture him three 
times straight...) and you'll another intelligence piece. 
Unresolved Issues
None known, though I expect there may be some more Intelligence Items to be 
found. Or a Mine Detector (see Scene 4). 

Step-By-Step
  Volkov is trying to get away - don't let it happen. Hide behind the large jars 
and take out the three thugs shooting at you. Go straight ahead, grabbing the 
suit of armor and Intelligence Item #20. As you get follow the steps down, you'll 
notice up and two your left some thugs standing up on the buildings. Another two 
thugs are on the ground level, but line up nice for your Carbine. Wait another 30 
seconds for another thug before going on. 
 

When you get to the buildings, take the path to the right - you'll find some 
folks below going over that stupid monkey. Kneeling on a walkway behind some 
grills is another thug. Try to kill him in one shot. His friend down with him may 
run up the stairs after you, and another thug from the balcony above might take a 
few pot shots. Note that sometimes the thugs may be elsewhere, so just look 
carefully. 

Keep heading to the right. A merchant will ask what's going on as you pass by. Go 
past him over the wooden slats. When you reach the T intersection you'll find two 
things - Intelligence Item #21, and another thug. Down the steps to the left is 
another thug in white. You can tag him with the Carbine, and his friends close by 
won't complain. Just be careful while rounding the corner - one's up in the 
balcony above while the other's on ground level. 

Down the hallway to the right are another three thugs, and one has the sense to 
throw up a table between you (if he sees you). You can get most of them without a 
problem. 

Follow the path to a pair of blue doors. Be careful - agents are waiting for you. 
I found the Airweight good for a quick head shot. Grab Intelligence Item #22 and 
the armor before going on. Watch out for the guy hiding to your right. He's 
standing next to Intelligence Item #23. Follow the next set of doors out. There's 
a guard walking around up here. The Hairpiece of Death took him out quietly. Down 
in the streets below is a thug, while another thug stands on the balcony to your 
left. Another guy is hanging out under the eaves down to the left as well. 

  This is where I learned that Cate can swim. Walk up to the railing where you 
can see water, and jump on in. Follow the water, popping up for air until you 
find a Unity ammo box with Intelligence Item #24 next to it. Head back and jump 
out of the water and find the armor to your left at the fruit stand (that's where 
I always leave armor). Go up the steps where you see the broken wooden bridge 
with the blue car beyond. 
   


Don't go towards it yet. Go all the way back to the monkey-trading folks, back 
where you practically began. This time, we're going to head towards where those 
three thugs came from. Follow it past the trader and to the right, then turn left 
into the building. There will be some ramps along the left path to go up. You 
should see a sign at says "Telephones" at the top. Check the plants to find 
Intelligence Item #25. There's a guy standing next to the telephone, and behind 
him is Intelligence Item #26. Move past him down the hall to the right. 

There's Intelligence Item #27 on the floor down this path. Step out onto the 
platform and jump onto the railing to your left. There's another fruit stand with 
armor (what's with these people?) and Intelligence Item #28 on the ground under 
the table, and Intelligence Item #29 under the other table. The fastest way back 
to the streets is by jumping down the cloth eaves. 

    Go back to the blue car past the broken bridge, and the scene ends with you 
and a delirious thug. You'll have the choice of questioning him or not. If you 
take him in, you'll have another choice of either torturing him or being nice. 
Since Cate seems like a nice person, I tried being nice once. If you ask him nice 
three times, he'll give you a Intelligence Item #30 (to prove how tight he and 
Volkov are). Torturing him has the same effect, but I'm just not into S&M. 
 

Problem is, Mosely gets killed, but at least you have goal: Find the Smuggler's 
Hideout. Go directly to Scene 4. 

At least the dumb one's dead
The good news is that Monroe's dead. That bad news? Monroe's dead. But what do 
you care - you're out to get Volkov for killing your father figure Bruno. That, 
and because he's the Bad GuyTM. And he dresses funny. 

The Goods
Intelligence Items Found: 8
31: Under the tent by the ruins (where one of the cars pull up). 
32: Tacked to the fence by the mine field. 
33: Down in the well, under the water before the entrance to the building. 
34: In the first courtyard, on top of the boxes (sometimes in one of the side 
rooms). 
35: Up the first flight of stairs past the first courtyard (the briefcase next to 
the chair propped by the Playstation 2's). 
36: Next to the power generator, on top of the crates. 
37: To the left of the two guards is a letter on the balcony. 
38: Next to the van in the mine field. 
Unresolved Issues
There's a total of 41 Intelligence Items to be found, and we're obviously short 
by 3 (if you include the Van). We've posted a method to get to the van without 
the Mine Detector below. 

Step-By-Step
The Wellspring of Happiness
The first thing you'll notice are two thugs dead ahead. Tag them from afar, then 
get under the tents to find some ammo. Don't worry about the car. It's empty. 
Just move past it. 

    Move into the ruins. You'll see a tent up ahead with three thugs - two close 
to a tent, the other hidden in the ruins. When you get closer a car pulls up. 
Inside is a thug with super-telescopic vision who can spot you from a mile away - 
but if you hit the car with the Carbine, it blows up in a really, really cool way 
(and sometimes the guy shooting at you from behind it does it himself). Just take 
them all out with the Carbine. Then get inside the tent for Intelligence Piece 
#31, then keep going past the ruins. (Grab the armor if you feel you need it.) 
 


Move deeper into the ravine. Up ahead you'll see an abandoned van behind an old 
fence. Grab Intelligence Item #32 on the fencepost - looks like the area where 
the van is a minefield and another Intelligence Item, and you'll need a Mine 
Detector to get through. Just leave it alone for now. Trust me, I tried. Keep 
following the ravine. UPDATE: This just in from good buddy Chris McMahon on how 
to get past the minefield without the Mine Detector. Here's his words: 

You mentioned you couldn't reach van in minefield, but actually you can. If you 
hug the rock face on the left side until you face the front of the van (you will 
set off one mine, but it does no damage to you), then walk to the van you will be 
ok. There is a line that separates 2 textures that I followed from the rock face 
to the van. Just reverse path to get out.
  When you reach the building, you receive a new objective. Reach the shore 
alive. That's comforting. Now obviously we can't go through the front door. So 
we'll just get in through the abandoned well. (Yeah, I've never seen that done 
before either.) Jump on in. Follow the river to the building entrance, and watch 
out for the guard (good thing your 9mm works underwater). Before coming out, 
check out Intelligence Item #33 (the envelope) under the water. Beware of the 
other guard. When you get out, you can grab their Hampton MPL 9mm SMG (small 
machine gun). Nice little tool. Problem is its way too loud, so let's not use it 
yet. 
   


Move into the building. Follow the hallway up the stairs, watching out for the 
guard. Take him out and move on. Past him is a T intersection with a door on your 
left. On top of one of the crates (AGGGHHH! Crates!) is a briefcase with 
Intelligence Item #34 (this sometimes likes to move into the two rooms to your 
right and left in the courtyard). Go back inside the building and keep going up 
the stairs - you'll hear the guards talking to each other. Step around the glass 
bottle on the floor backwards very slowly. Look up - there's a guard right there. 
Tag him in the head quietly. Turn around, and you'll see the other guard before 
you. Get him too. Grab the briefcase next to the chair propped by Playstation 2's 
for Intelligence Item #35. 

  Go up the stairs and down the hallway. There's a guard in the corridor down 
below. Take him out quietly if you can, then keep going down the hall. There's 
another thug who comes up the same hallway your in. I'd recommend staying out of 
site, then using the Carbine from a distance. Unless you're really, really cool. 
   


When you reach the next hallway intersection, listen to the talking thugs. Sounds 
like there's a ship out there docked on the shore they don't recognize. Hm. I 
wonder if that's for you. Leave them alone and go left down the stairs. Grab 
Intelligence Item #36 to the right of the computer looking thing (another item 
that likes to move - check on top of the crates to your left if necessary), then 
open the chain link door. 

If you already killed the guard from above, then you'll have no problems going 
in. Turn left through the hallway and listen to the guards. Take them both out 
while they're chatting, then walk to the gate. You'll see another guard walking 
along the wall - you should be able to snipe him between the wooden slats. Turn 
around, and to your left next to the tree should be Intelligence Item #37 (again, 
another random moving Intelligence Item. Look around.). 

    Go down the hallway the thugs were talking in front of. Follow it to the 
courtyard. There's a guard patrolling off in the distance - you could snipe the 
guy standing on the platform in the distance. But leave him alone and pick the 
lock on the door to your left. Inside is some ammo and armor. 
 


Turn around and you'll see three doors - on you've already gone through (in the 
center), with two on either side you haven't. Leave the one on your right alone - 
its just got a guard inside who doesn't have anything useful. The same is true of 
the door on the left. (Though, at times the Intelligence Item on top of the 
crates likes to move into one of these side rooms). 

Go back to the last room you were in, and right before the machinery and the 
ladder heading up, go right. You'll see a fountain, and a thug guarding another 
courtyard. Take out the thug with some hair-poisen, then go to the left. The 
entrance here is a little tricky, as there's a guard standing to your left as you 
walk in. The only way I could find to take care of him (as he's the only man in 
the building who ignores coins, but the guys down the hall to your right have 
ears that can hear a 9mm silenced gun from 50 years away, I had to sneak along 
the right side of the entrance, and use the Carbine on him - it was the only 
thing quiet enough. 

Very quietly hug the left wall and go inside. When you get to the other side of 
the room, get into position to see the guard in the right room. Tag him from a 
distance and go through the right door very quietly. Take out the next two thugs, 
and step onto the balcony. 

Mission over. Good job, Operative. 


Welcome Back. Loser.
It's not enough for these folks that you single-handedly avoided death and took 
out almost an entire army of H.A.R.M. agents. Nope, because Bruno got killed and 
so did that idiot Morris, you're held as this week's "Stupid Agent of the Month". 
Go find out what's happening. 

The Goods
Intelligence Items Found: 2
1: Be nice to arching eyebrow boy. 
2: In Advance Tactics, when using the glasses for the first time. 
Unresolved Issues
None known. 

Step-By-Step
  Not a lot to write about here. Your award for getting through in one piece is 
to hear that Bruno is accused of being the traitor? Oh, yeah, that make total 
sense. But that's besides the point. You've got a doozy of a mission coming up 
ahead - German bio-scientists working for the Soviets who wants to defect, rumors 
of betrayal, and you get to blow stuff up with your lipstick. All in good form. 
 

The first thing to do is to get to the briefing room. Once again, be nice to 
gather Intelligence #1. Pay attention to the mission, and don't forget your 
objectives: set the explosives, and take pictures of documents in the library. 
Then head to the Advance Tactics area to learn how to use your newest toys. 

You'll get Intelligence Item #2 when you use the glasses for the first time. I 
didn't notice any other Intelligence Items in this area. 

Gott in Himmel
  I speak terrible German, so if the above line is wrong, then feel free to call 
me a flaming Sheisskoff. Until then, you're job is to find the other UNITY agents 
and piece together the message. And don't let the guards catch you doing it. That 
would be bad. 
 

The Goods
Intelligence Items Found: 2
1: Next to the telephone where you recieve Tip #2. 
2: Inside the security shed (where you have to lure the guard out with the coin). 
Unresolved Issues
Step-By-Step
Talk to the Agents
Welcome to Berlin! Of course, this is 1960's Berlin, which means that the Soviets 
have quite a bit of sway here (read: total sway). You've got to find all the 
other agents and put together the pieces they give you. 

Start off by talking to the guy in the trenchcoat. After a quick interchange, 
he'll give you the first piece of information: "The Entrance is Hidden", or a 
physical item. (He'll also stand to the left next to the doors). Right afterwards 
you'll hear a phone ring. The phone is ahead and to the left (you'll hear it get 
louder the closer you get). In the Basement. While you're in there, grab 
Intelligence Item #1, right next to the phone. 

Go inside the hotel (right behind the woman in the blue dress). Go inside and 
press button #205. Another exchange, and you'll get to go upstairs. Get inside 
the elevator and go on up. Knock on the door to room 205, and they'll slid 
something for you under the door. It reads "Of the library".   Now go to the bar. 
Go back downstairs, and straight out of the hotel down the alley and to your 
left. You bar contact is rather obvious - nothing says "Secret Agent" like a 
trenchcoat. He says "Behind the shelf". 
 
You've got the code - you'll find what you're looking for in the library behind 
the shelf. But to get there, you have to bribe the guard. You have to get inside 
the guard area without being detected - wait until the camera looks away from you 
before opening the door. Talk to the guard to be told to locate the inner 
controls and get through the gate. 
   


Past Security
Sneak past the camera again through the gate. The first thing you see to your 
left are two guards talking, and a camera above them. Hide behind the garbage 
cans and wait for them to finish. When they walk away, one of the guards will 
walk in front of you. Tag them in the head while the camera's looking away, then 
sneak around to hide behind the truck. Wait until the other guy is in range, then 
take him out too (make sure the camera is looking away). From the guards you get 
an AK-47 assault rifle. Too loud, but a good weapon for a firefight. 

Turn around and look at the chain link fence - there's a locked door protected by 
another camera. Pick the lock and open up while staying out of the way of the 
lens. You can open the door without fear. Once its open, go on down. Follow the 
waterway to another locked door and pick it. Follow it until you see a ladder 
leading up. Go up, but keep an ear out for footsteps.   This isn't easy, but it 
can be done without setting off the alarm. Get to the guard house on your left. 
Stand away from the door and open it. (If you stand right behind the door the 
guard will turn and see you). Now throw a coin onto the sidewalk, but not too 
close to the building. When he comes out and goes past you, take him out quietly. 
Now just go inside the guardhouse (watch out for the camera), flip the switch, 
and you can get inside. 
 


Here's another fun challenge. Go to the other building, and stand next to the 
door. Listen to the footsteps. When they grow loud (showing that the guard is 
close), wait, then when he walks away open the door. Throw a coin far to the left 
beyond the room divider. His friend and him will check it out. When they cross 
the divider, shoot them with the 9mm before they can react. If you do this right, 
the camera won't see their dead bodies, and you can get inside. I didn't find 
anything inside, but those are two less gaurds you'll have to deal with. 

Get back into the sewer and head back, then sneak past the cameras to get to the 
other side of the guard house. This next part isn't too hard. Take out the 9mm 
and line it up very carefully. Take out the guards in the towers first (thereby 
stopping the searchlight moving), then get rid of the guard walking along the 
ground. He may have a friend who looks around for what happens, but if you're a 
very careful shot, you should be able to tag him as well without causing a rucus. 
There might be one more guard, but he's as lazy as the rest.   To your left is 
another spotlight tower with a guard on top, as well as a guard walking about. 
Take them both out as quietly with the 9mm as possible. When you go past the 
entrance the dogs will go nuts. Just ignore them and take out the other guy in 
the tower. 
 
Go towards the window with the soldier standing. You can shoot through the window 
and take him out with one shot (just watch your timing - there's a camera in 
there). There's also a guard to the left behind the chain link fence who might 
see you, so exercise caution. 

Get inside the building (and be very careful of the camera) and go into the next 
room. Hit the switch to turn off the camera system (all cameras are turned off - 
thank goodness!), and then go back out to find Intelligence Item #2.   Take the 
outside door and take out the two guards to your right. Now its just a matter of 
playing "Hide from the Spotlight" - not too hard. I simply decided to take them 
out with the 9mm before moving on. Walk on through the entrance, and you're 
through with Scene 1. 
 

Boom-Boom
Now that your inside, you have to get your distraction ready. And what 
says "Distraction" like bombs placed next to fuel containers? Find the three 
bombs already placed, hit the timer, adn move on through. 

The Goods
Intelligence Items Found: 9
3: Hanging on the wall where you first arrive. 
4: In the first building, in the room past the guards talking about Poor Gunther. 
5: The film reel up the stairs in the large storage room. 
6: Next to Bomb #2 (in the large storage room). 
7: Under the swimsuit calendar in the kitchen. 
8: Inside the library building, up the stairs on the table. 
9 and 10: Taking a picture of the books in the library. 
11: On top of a cardboard box next the secret door exit. 
Unresolved Issues
Step-By-Step
Find the Bombs
  The first thing you see to your left is Intelligence Item #3 hanging on the 
wall. Get to those cardboard boxes to hide from the wandering guard. I parted his 
hair to the left (well, except that he's bald) to that he went down quietly. 
Follow the buildings to the right to where you see a camera looking over a brown 
truck. (The most protected brown truck in all of Germany). The truck also gets 
its own guard. It's best to hide behind the tree, wait until the guard gets close 
(and thus out of camera site), then tag him. 
 

Go into the building on your left (from the entrance). Listen to the guards talk. 
When they're finished, one of them walks out and stands before the filing 
cabinet. Take him out quietly (I prefer the 9mm). Then go in after his wandering 
friend. If you wait until he's far back into the room, you can shoot him through 
the glass without the camera catching him. The camera is to the far right side as 
you face the window. Wait until it looks away, then sneak your way in using the 
boxes as cover. Move past it. 

There's a hallway with some lockers back here. There's also two guards at the end 
of the hallway. It is possible to do this without setting off the alarms. Throw a 
coin against the lockers and hide behind the corner. Odds are two guards will 
come looking - wait until you've heard a second "Oh, its nothing" (or some other 
dismissal noise), then wait a few seconds, then come out and take out the guard. 
Do it again and you'll have taken out both of the guards. 

Get to the end of the hallway, and go left (watch out for the camera). 
Intelligence Item #4 is inside this room. Go back to the hallway and stand 
underneath the camera. In the distance you'll see a guard; if you've got a real 
sensitive mouse, you should be able to take him out. From there its a matter of 
sneaking back down the hallway into the storage area. (Not easy, but it can be 
done - just make sure the camera is looking towards the room where you found 
Intelligence Item #4 before sprinting down the hallway). 

Get to the end of the boxes and throw a coin to attract a guard. It's a little 
tricky here, as you want to get the guard far enough away from the camera and his 
friend at the window to get him out of the way. Throw another coin to get the guy 
behind the window, and you'll be good to go. Sneak past the camera to the 
opposite door, up the stairs, and to Intelligence Item #5 (the reel). Get back 
downstairs, then hide behind the barrels to find Bomb #1. 

Go outside via the large double doors behind the barrels. To your left is the 
camera guarded truck.   Sneak past the camera to the other side of the truck. 
There's a gate there with a lock on it; pick your way through and hop up the 
boxes (why can't I ever just climb up the boxes? Why must I always hop up?) and 
look right and kill the guard. Hop over to get Intelligence Item #6. Down on the 
ground is also Bomb #2. 
 


The easiest thing to do now is to go back through the window and around to the 
brown truck. Open the door and go down the stairs - there will be a chain length 
fence leading into a generator room. Take out the two gaurds (you can shoot them 
through the fence) then go on in. When you go in, look to the right where you'll 
see some stairs and a camera. Wait until the guard is under the camera before 
shooting him - it will keep the camera from spotting his body. Then wait until 
the camera to swing away, then activate Bomb #3. 

Shoot the Library
With that, one of your main objectives are complete. Follow the rest of this 
guide to find more Intelligence Items if you desire. Get up the stairs and past 
the camera. When you open the door you'll find a truck, camera, and two guards. 
Get the guard the farthest away from the camera first, then use a coin to lure 
his friend into your sights. 

Once their out of the way, shoot into the window, then jump onto the boxes to 
climb into the storage shed. Go through the door and you should find yourself in 
a bunker room. Hide behind the door, and wait for the guard to walk away towards 
the kitchen before taking him out. When you exit, there's another camera overhead 
to beware of. 

Avoid the camera to get into the kitchen; under the swimsuit calendar is 
Intelligence Item #7. 

Sneak past the camera and go to the left to find yourself in a nice, big, open 
area. Take out the guard when he's closer to you (so the camera can't see him). 
Get under the camera (you can sneak around it from the right side) and open the 
door. This next part is a little tricky. You have to kill the guard when he's 
very close to the camera in the corner to the right. Then sneak past the camera 
to go into the door on your left, then kill the guard on your right. 

Ignore the doors for now. Follow the hall and go up the stairs to take out the 
next door guards. Intelligence Item #8 is sitting on the table. Now go back 
downstairs and open the doors (put on your sunglasses). Time the cameras, then 
get inside and take a picture the open books on the tables. You only need two 
books which are also Intelligence Items #9 and #10. 

Find your contact
That should be it. Go back to the main room with the camera and past it into 
another hallway. At the end of the hallway is a guard. Kill them, then go 
downstairs. Outside the door you'll find your next target. Use your lighter on 
him to meet Werner von Haught. Reply with "Sorry" to be nice, and he'll give you 
the disguise you need and papers to match. 

Guards and secrutity cameras are still a problem, but the staff shouldn't be. Get 
back in building, through the metal down, and down into the basement. Use the 
door there to get inside. On top of the cardboard box you'll find an envelope for 
Intelligence Item #11. Use the shelf with the missing board to open the secret 
entrance. 


Finding the good doctor
All right, the distraction is ready, the stage is set. Now you just need to find 
the good Dr. Shenker and get out of here. 

The Goods
Intelligence Items Found: 9
#12: In front of the nurse in the main lobby. 
#13: In the first room with the doctor. 
#14: On the bench at the lockers next to the guard standing against the wall. 
#15: The blueprint in the room with the scientists talking about the atomized 
folks. 
#16: On the table in the records room when you first exit the elevator. 
#17: In the room with the scientists next to the guard on the stairs. 
#18: In the green radiation room. 
#19: On the counter in the room across from Dr. Shenker's. 
#20: In the cafeteria. 
Unresolved Issues
Missing four items from the mission. If you know where they are, give a hollar. 

Step-By-Step
To the Doctor
The staff will ignore you, but guards and cameras won't. That would be fine 
except that friggin' everybody's a guard. In fact, the first thing you see are a 
couple of guards and a camera. At least the guards are distracted asking each 
other what they want to drink. 

Sneak past the camera and cap the guard after the other goes to get the drink. 
Then go stand behind the nurse and take a picture of the book she's reading to 
find Intelligence Item #12. 

Get down the hallway - you'll see a guard walking about. Don't shoot him. The 
doctor close by will simply get upset. Instead sneak past the guard into the room 
with the doctor, and grab Intelligence Item #13 off the shelf. Now get back into 
the hallway and go behind the guard. When you're far enough down the hall, cap 
him - you should be far enough away nobody will notice.   Keep going down the 
hall. You'll see a white coat and a guard standing in front of...something. (From 
a distance they look like condom machines). Go down one more hallway and you'll 
see a guard resting on the wall with his back to you. Get him with the barette, 
then grab Intelligence Item #14 off the bench. 
 


Get back to the intersection. Go down the hall just to the point you hear the 
scientists talk about reconsitituting someone with heavy water, then drop back 
out of the way. There's a guard wandering about here; when the scientists are 
done talking, they'll part ways, and you'll be free to kill the guard when he 
stands before the window (since he'll be far enough from the camera, and the 
scientist doesn't turn around if he doesn't have to.) 

Move past the scientists and in the room to the right before the camera is 
Intelligence Item #15. Go past the camera, and you'll find a metal door that 
opens up. Before going through, kill the guard to your right. To the right are 
two scientists doing experiments. If you had a code breaker you could go down and 
see the goat, but you don't. So go back where you killed the guard, use the 
keypad, and head on down. (Wait until the door closes). 

Go to the left of the column while the guards talk about their missing friend. 
Wait until they walk away, then head left where you can see the camera. (But grab 
Intelligence Item #16 off the table first). The camera's range isn't that great, 
so just get into position, wait until the guard wanders to the end of the hall, 
then cap him. Now look left. When the patrolling guard comes your way and starts 
walking off, tag him while his back is turned. 

Head down the hallway to the left, and avoid the camera. To your left is a 
scientists room, but first go ahead just a little more to take out the guard on 
the staircase. Now go see the scientist and grab Intelligence Item #17. 

Go up the stairs (watch out for the camera). Inside the green glowing room is 
Intelligence Item #18 on the floor. Continue down the hallway (get rid of the 
guard) and take the first right. This next part will take some work. You have to 
get inside the classroom and sneak past the camera, then shoot the wandering 
guard when he goes inside. The other option is to wait until he walks out of the 
classroom, rush inside, then tag him when he's at the end of the hallway. 

If you go down the hallway and to the right, you'll find Dr. Shenker. Naturally, 
you'd like to sneak around and find some more items first, so go left. Go to the 
left first and grab Intelligence Item #19 off the counter. 

Get back to the hallway, past the camera where you'll be overlooking the document 
room you entered from. Turn right and follow the hall into a cafetaria area. 
Intelligence Item #20 is on the counter. Sneak past the camera and to the left 
into the kitchen. The guard has his back to you, so get him silently. 

Escape
That should be good enough. Get back to Dr. Shenker, and have your AK-47 ready. 
You'll need it when those four guards show up. Take them out, then head down the 
hallway, taking out the guards. I recommend the corner approach - stay behind a 
corner where you've got cover, and mow down the guards as they approach. Go left 
down the stairs. If Herr Doctor gets scared, lower your weapon and "talk" to him 
to get him to follow you again. 

You're target is the door with the No Person sign next to it. Once you're 
outside, watch the dancers and fireworks. 


Mission 5
Cause I'm a leavin...On a Jet Plane
  Ah, finally, a successful mission. You got Dr. Shenker out in one piece, you 
got pictures of the intelligence you needed, and you're in a great plane flying 
back to UNITY headquarters. Home free and safe. 
 

Ah, crap. Terrorists are boarding. Go take care of them. 

The Goods
Recommended items
Go with the AK-47 - with its extra magazine clips, it will come in handy. Then 
grab the barrette, sunglasses, and coins. 

Intelligence Items Found: 3
Items found: 3 

1: While talking to Dr. Shenker, ask "How is this possible". 
2: In the storage area. 
3: In the bathroom. 
Unresolved Issues
Step-By-Step
While talking to Dr. Shenker, ask "How is such a thing possible? Intelligence 
Item #1." You'll hear the disturbance afterwards. 

Get up and look around. As soon as you get out, pull out the old 9mm. Go left, 
and take the first door you see. Inside is an Evil Parachuter (we'll call them 
EP's from now on). Take him out, then his other friends while he arrives. Grab 
Intelligence Item #2, then go back the other way.   Work your way past the EP's 
(I find the corner technique is good- use the corner to block 80% of your body, 
then shoot them as they their heads to pop up) through the coach area. Inside the 
bathroom to the left grab Intelligence Item #3. When you get to the next seated 
area, you'll find the chairs have blocked the opening. In the center of the room 
are two handles. Pull up to open a crawlspace, and go on through. 
 

Here's a trick: when you get to the other side, close the panel under you, then 
slide back and forth. The wall will give you cover to shoot the guards up ahead. 
Another good idea is to shoot directly at the brown curtain. They like to hide 
behind it, and your bullets go right through. 

Up ahead is some armor if you need it. I'd recommend taking out the guard at the 
ladder first (because you can't go over 100 armor, and he'll probably get some 
shots off of you). Get into the cockpit, and find your next objective. 

Thank God for the Scots
A terrorist with morals. Good thing you're a Scot so that you're left alive. Now 
get back up and kill everything else that moves. 

The Goods
Items found: 3 

Intelligence Items
4: In the conference room. 
5: In the sitting area. 
6: Past the crawlspace. 
Unresolved Issues
We're only missing two items this time, so send word if you find them. 

Step-By-Step
You've got 60 seconds to get off. Rush into the back conference room and grab 
Intelligence Item #4 off the floor. Go downstairs, grab the gun, and take out the 
guard. Rush into the sitting area for Intelligence Item #5. Get through the 
crawlspace, and take out the other guards (then grab Intelligence Item #6 behind 
them). Now run through the back of the plane.   There's a guy falling below you 
with the parachute you need. There's no trick here except to shoot them while 
they're falling. If your playing at SuperSpy level (like I am), then you'll only 
have a few shots before you're dead. Kill them before they kill you, and keep 
oriented to the guy falling below you. 
 

Whatever you do, don't shoot him! When you touch him, the mission's over. You 
live. He don't. (Please be full of hay!) 

When it rains
Well, so much for success. Go back and explain yourself. 

The Goods
Intelligence Items
4: In the conference room. 
5: In the sitting area. 
6: Past the crawlspace. 
Unresolved Issues
Step-By-Step
  Once again, you failed. Good job. Be nice for Intelligence Items #1. You get to 
go back to Hamburg. With a supervisor - Thomas Goodman. Go back to training for 
some new goodies, then get to Hamburg. 
 
Back to Germany
Weren't we just here? Well, at least we're on the west side of Germany, so no 
Russian controllers to worry about. Just rosy cheeked evil opera singers. 

Not a terribly hard mission. Just find Goodman (in that shirt, you can't miss 
him). 

The Goods
Intelligence Items
Items Found: 2 

1: In the manager's office. 
2: Inside the ladies room. 
Unresolved Issues
Step-By-Step
  Getting inside is easy - just talk to the woman next to you, then jump through 
the window while the camera is looking away. 
 

Once inside, watch the next sequence. Move forward, and at the guy and lady ahead 
turn left. Go up the stairs, and look for the manager's office (he's asleep). 
Grab Intelligence Item #1 off of his desk. Go downstairs, and to the right of the 
folks. Go past the guy in the green shirt (he's your contact). Follow the hallway 
past the double doors (make note of the lady's room - in fact, go inside and grab 
Intelligence Item #2 while we're at it).   The next is pretty easy. Go talk to 
the guy in the green shirt, then go to the ladies room. Easy enough. Just head 
back to the lady's room, making sure the guy is close enough to see you. Once 
you're inside, scene over. 
 

Who let the dogs in
  Well, party crashers just as you were about to ask the nice man some questions. 
Isn't that nice. I'm guessing their from the Bad Music foundation. Well, maybe 
not. Get back to Goodman so you can get out of here. 
 

The Goods
Intelligence Items
Items Found: 5 

3: In the storage area with the guards. 
4: Take a picture of the book where you find #3. 
5: In the kitchen. 
6: In the bar. 
7: Behind the stage next to the H.A.R.M. boxes. 
Unresolved Issues
Once again, missing two Intelligence Items. (Sigh). 

Step-By-Step
You've got to get back to the stage. Open up the door. Save idiot boy before the 
goons take him out (gives you more points that way). Go right down the hall.   
When you get to the older storage hall, sneak down the hallway. When you get to 
the door, open it then pull back before its done opening. This will give you an 
extra few seconds to slide back to the left and take out the guards. Kill all the 
guards, then go inside the grab Intelligence Item #3, and take a picture of the 
book on the table for Intelligence Item #4. 
 


Open the next door, and around the corner are about five guards to deal with 
(including the onces in the kitchen). Make sure to open the door across from the 
kitchen to get the armor and Intelligence Item #5. 

Past the door to the main lodge are several more guards. Get rid of them, then 
talk to Goodman. Now you just have to go backstage. First turn around and go 
through the back door to the bar for Intelligence Item #6. (Isn't that the same 
drunk guy from the hotel? Get that man to AA, quick!) Go behind the stage, and 
next to the H.A.R.M. boxes is Intelligence Item #7. 

Open the window, climb on out, and there's your contact. Now he's dead. So much 
for that idea. Kill the sniper above, then get behind the contact for the UNITY 
ammo box. Turn around and head down the stairs.   At the next opening, you'll 
hear guards talking about beer and philosophy. What I found most useful is to 
sneak past them while they're talking, get below, then into the far left corner. 
Pull out the machine gun, and run past the bridge, moving down the guards. Jump 
into the river, and swim underneath the bridge. 
 

Find your friend
Goodman's taken off without you ever since you had your little trouble at the 
dance hall. So while you might not know where his apartment is (thank 
goodness...), at least you know where your going to. Meet up with him and figure 
out what H.A.R.M.'s up to. 

The Goods
Intelligence Items
Items Found: 6 

#1: Behind the wastebin where you start the mission. 
#2: In the last room of the first building. 
#3: On the boxes in the building past the silo bins. 
#4: Hanging on the wall where you use the missing valve handle. 
#5: Hanging on the wall next to the guards who talk about the missing valve 
handle. 
#6: Next to the arching generator. 
Unresolved Issues
Step-By-Step
  First thing to do is turn around, and behind the big wastebin is Intelligence 
Item #1. Then take out the wandering guard in the distance with your Carbine. 
Approach the fence and listen to the two guards talk. Whip out the barrette, and 
wait for the guard to approach the fence, then use your 9mm to take him out.Pick 
the gate lock and hide behind the boxes. 
 

Get up the metal stairs and into the building (but watch out for the camera in 
the next room). Sneak past it into the next room. Sneak down the hallway with the 
camera into the last room. Take out the guard, then grab Intelligence Item #2.   
Leave the building and turn right. At the T-intersection look left and take out 
the guard there. Take him out, then go left and hide behind the trash container. 
First chance you get, take out the next guard. Go to the big storage bins and 
turn the giant wheel. Hide behind the corner, and when the guard checks out the 
commotion, cap him. 
 
  Turn around the corner, and get past the camera through the open door. 
Intelligence Item #3 is sitting on top of the boxes. There's a locked door to 
your left that you can't open just yet, so leave it alone for now. Go deeper into 
the building. Take out the guard in the next locker room (you can take him out 
with the barette, which is a good idea so the other guards don't notice). The 
locker he's standing in front of has some armor. 

In the next hall is a gaurd standing watch over some steam pipes. Get rid of the 
guard, then one standing across the bridge. Now its just a matter of timing the 
steam so you don't get your face burnt off. 

In the next room the generator is arcing across the ladder, so go downstairs 
first. While listening to the guards talking about where the valve handle is, 
turn around and grab Intelligence Item #4 off the wall. Go all the way down the 
stairs and take out the guards there before pulling the lever. Intelligence Item 
#5 is off the wall. 

Get up the stairs and up the ladder next to the arcing generator. Intelligence 
Item #6 is up there. Turn around and open the window, then turn the valve to 
drain the acid pool (if you got all the Intelligence Items, you'll know why). 

Go to the middle floor and through the double doors. Turn right to grab some 
UNITY ammo, then go down the left side (watch out for the steam). There's your 
steam valve key. Grab it, get back to the middle floor, and use it on the pipes. 
Now just go downstairs and through the double doors there, and meet Mr. 
GreenShirt. 

 
I'm with stupid
  You've found Goodman, who's put bombs all over the place to distract the 
guards. Then he went and turned them all off because you weren't around to use 
them. Yeah, smooth, buddy. Now you've got to go turn them back on to blow stuff 
up. At least their easy to find - next to the fuel barrels. 
 

The Goods
Intelligence Items
Items Found: 4 

#7: On the yellow forklift next to Bomb #1. 
#8: Off one of the desks in the office space. 
#9: On the boxes next to the dock (around Bomb #4). 
#10: The roll of film next to the manager in the brown suit (you have to wait 
until a conversation is done for him to open the door). 
Unresolved Issues
Step-By-Step
Set the time bombs for a distraction. There's four of them, so just keep your eye 
out for fuel barrels. Move ahead past the van and take out the guard you see (as 
always, quiet is best).   Get inside the building. Right around the corner is a 
camera, so watch yourself. Follow the hallway to the double doors, and out to the 
giant crate farm. Your mission is to sneak to the left (should you choose to 
accept it), using the boxes to shield you from the wandering guard and camera 
that can see a long way. Wait until he goes off to the left, then get him with 
the sniper rifle. 
 


(Hold on a second. GAP Kids just played their "I saw mommy kissing Santa Claus" 
number, and I'm now emotionally scarred. All right, back to the game). 

Now get to the left. Jump onto the boxes and up to the roof - from here, open the 
window and you're inside the warehouse. 

Listen to the guards below talk about smoking. (And for the record: I think that 
women who smoke are *so* unsexy. I've been known to diss even the hottest women 
because they smoked. So remember that, kids.) Once they separate, remove the 
remaining guard from the H.A.R.M. paylist, then drop down. You're goal is to get 
on top of the crates to drop onto the lower crates, and from there to the ground. 
(Anything else causes damage. Damage bad.) While on the smaller box, snipe the 
other guard in the distance. 

You'll find Bomb #1 up ahead and to the left. Make sure you grab Intelligence 
Item #7 off the yellow forklift. Exit the large wooden double doors. 

Bomb #2 is just ahead and to the left, but there's a guard standing watch. Get 
rid of him first, then get behind the boxes for Bomb #2. Bomb #3 is in the next 
room. Go turn it on, then jump on top of the barrels, and from there onto the 
platform the guard was standing on. 

Move along the yellow grating, then take a right. There's a locked door here. 
Inside the room is some armor, and a couple of levers just begging to be pulled. 
But its out of order, so instead turn around the go down the left hallway. 

Inside is an office. Make sure you check out the chalkboard for the password (I'm 
not sure if it changes or not, but assume it does). Grab Intelligence Item #8 off 
one of the desks.   In the hall to the right of the chalkboard is a guard. 
Luckily he doesn't pay too much attention, so cap him for his negligence. Just 
past him is another yellow grating with a camera above, and a guard off in the 
distance. The guard isn't a problem (as long as you've got leftover ammo). When 
you take him out, another guard comes out to see what happened. So get him and 
his little dog too. (NOTE: There's no dog, so don't go looking for him). When the 
camera is looking left, run ahead. 
 
  There. Now the coast is clear. Get back to the area with the nonfunctioning 
levers and back along the yellow grating. There's an open door up ahead. Look 
left to notice the camera, then run ahead to hide behind the crates. Go right, 
and at the end of the docks is another guard. Get rid of him, then cross the 
docks and jump onto the boxes to grab Intelligence Item #9. Next to where the 
guard was is Bomb #4. 
 
  Now you just have to make your way back. Watch out, though, because there's 
guard's waiting for you. Here's what I'd do. Get back to the offices, and listen 
to the guard and his manager talk to each other. When they part, the manager 
opens up a new door. Hide in the useless control room, then cap the guard when he 
goes by. Now go through the newly opened door, kill the manager, and grab 
Intelligence Item #10 off the table. 
 


Go to the right of the chalkboard again, then shoot from ,a 
href="images/mission9b_018.jpg">behind the window to take out the guard below 
(don't worry, the camera won't see). Get down past and back to Bomb #1. 

Take out the Carbine, and turn on the zoom function. Edge past the boxes, and 
take out the guard before he sees you. Go forward, then edge around the column in 
the same way to take out the next guard. Move on to the warehouse entrance. 

There's a leftover yellow jumper guard right in front of the camera outside. Draw 
him in with a coin then take him out quietly. Get under the camera - to the right 
is another guard. If you're careful, you can get him without the camera noticing. 
Get around the corner to take out the next guard (if you hind behind the box 
you'll notice). 

Get past the last camera, take out the last guard at the point you started at, 
and get to the door next to the truck. 


But I get seasick
With the guards mostly distracted, now you just have to get onboard the carrier 
ship to find evidence of what H.A.R.M. is up to. Easier said than done, since you 
don't have a clear path to the ship. Not a problem. Just kill all the guards 
without being seen. You can do it, right? 

The Goods
Intelligence Items
Items Found: 4 

#11: Off the box where you start. 
#12 and #13: In the office where the guards talk about starting a band. 
Unresolved Issues
Step-By-Step
  Grab Intelligence Item #11 off the box. Then make your way up the stairs to 
open the door and listen to the musical guards. When they're done, get down the 
hall and crawl under the window so the guy inside doesn't see. Lure him out with 
a shiny new quarter, then take him out where the camera can't see. Now just get 
inside and grab Intellingence Items #12 and #13. 
 

Get out to the door marked "Exit", open it up, and take out the guard. If you had 
the grappling hook you get use it to get up on that platform; but since you 
don't, suffer. 

There's two guards up at the top of the yellow grating. Snipe them, then go under 
the yellow grating (the camera will spot you otherwise). Take out the next guard 
you find and keep moving forward. Quickly snipe the next guard in the distance. 

Go to the left, down the stairs, and open the door. There's another guard who 
patrols the area - shoot him in the back of the neck, then move forward. 

Move past the concrete steps and into the next area. Take out the guard, then 
move up the ladder to your right. Pick the lock to save a bullet. Jump onto the 
box, and you're in. 

Row, Row, Row Your Boat
  Welcome to the SS Lorilei. Take pictures of four containers of chemicals, and 
then get off the boat. No problem. Just because you're on a boat. Full of 
sailors. Who haven't seen a woman in six months. And you're the sexy Cate Archer. 
 

You're doomed. 

The Goods
Intelligence Items
Items Found: 6 

#14: Barrel #1. 
#15: Barrel #2. 
#16: On the floor next to the guards who call for backup. 
#17: Barrel #3. 
#18: Barrel #4. 
#19: On the metal outhang down the hallway close to the end of Scene 4. 
Unresolved Issues
Step-By-Step
Wait in your current location until the sailor walks by. Now back up and keep 
watch from behind the boxes - another sailor walks from the other way. Get rid of 
him, then move forward. Go right. 

You'll find Barrel #1 to the far right. Take a picture (Intelligence Item #14), 
but keep your ear out for the wandering guard. Wait until he comes by, then take 
him out. Go right through the big door thing (wait are those called on a ship?). 

When you go through, a sailor comes down looking for his friend. Take him out and 
keep moving. Take the first left, and you'll find Barrel #2 (its yellow), which 
gives you Intelligence Item #15. Go up the stairs and follow the hallway to 
another storage area.   Below you are two more sailors. Wait until they're done 
to sneak over them. After they call for backup and one walks away, take out his 
friend, then move through the next door. Another set of soldiers talk about their 
headaches. Seems that Inga is onboard. Good thing you don't work for H.A.R.M. 
 


Turn around, and go down the ladder where you first came into the room. Move to 
where the sailors were talking and grab Intelligence Item #16 off the floor. 
There's also some armor if you need it. 

Move back to where Barrel #2 was and take out the guard. Now go find the two 
sailors talking back in the crate room about Inga and get rid of them. A third 
sailor is resting against the crates on the upper right. From him move forward 
and to the left - past the metal stairs is another sailor to shoot out. You might 
find it easier to circle around the back to get to him from the side, then take 
out the guard standing on the metal platform above. 

Take a picture of the Barrel #3 (Intelligence Item #17). Press the red button to 
lower the platform, then get on and hit the other button to move up. The last 
Barrel #4 is up there (Intelligence Item #18). 

Not done yet! Now you have to place a tracking beacon in the radio room, take a 
picture of the Captain's Log, and photograph the shipping manifest. Sure. No 
problem.   Get to the far left where the open grate is. The path is pretty each 
to follow. At the end is a pipe room. Get down and blowtorch off the lock. Move 
up the ladders to the next big door. 
 


Open up, then go up the next ladder and to the right. Get rid of the next 
wandering guard. Get down the hall and sneak to the right. If you don't pass the 
pipes, you can shoot the guard without being detected. Intelligence Item #19 is 
sitting on some metal outhangs (is that a word?). 

Get up the next set of ladders, and - oh, bummer. You're caught. 


Splish, Splash
So your captured by the Scottish guy again. At least he isn't going to kill you 
right away. No, you get to go down with the ship. While the captain gets away 
Scott free. 

The Goods
Intelligence Items
Items Found: 4 

#20: Underwater in the hole towards your supplies. 
#21: With your supplies. 
#22: In the conference room behind the radio room. 
Unresolved Issues
Missing six Intelligence Items for the total mission. One is assumed to be in 
Scene 3 (where you'd need the grappling hook to get to it). 

Step-By-Step
Great. The ship is sinking. And you with it. Look quickly on the ground for your 
lighter, then blowtorch the door to get out.   If you go left, you can see a 
door, and behind it is a UNITY box, which probably means your stuff is there. But 
it doesn't open far enough. So go right for now. Pipes burst, blocking your way. 
Well, almost. Hug the right wall and get past (about 9 points of damage) and hop 
under the water. Or go through the door on your right to get at the hole from the 
other side. Your choice. Grab Intelligence Item #20 on the floor, then move under 
the water forward and to the right. Open the door, and there's your stuff, and 
Intelligence Item #21. Lucky you. 
 


Go back through the water. Keep moving forward past the pipes. Move forward and 
you'll find yourself in the engine room. Jump onto the railing, then move towards 
the generator to turn off the power. Get back to the door you came in, and jump 
into the water. Get over the spinning turbine by jumping onto the metal next to 
it, through the open door underwater, and up the ladder. That wasn't too bad.   
Jump over the hole on the platform, and open the door. Drop into the deserted 
bunker room (grab the silencer for your the Braun gun while you're in there. That 
gives you both power and silence). 
 
Open the next door and go on through. To your left is another sailor. Get rid of 
him. Move ahead until you see the sputtering gearwheel. Shoot it to raise the 
water level and float on up. Quickly close the next hatch before you drown, then 
move your ass before the walls close in on you. 

Get around the corner through the deck. At the end of the hall is Intelligence 
Item #22 sitting on the table. Now double back to the radio room, and "use" the 
radio there to plant your beacon. 

Not bad, agent. Of course, you failed again to get what you needed. Ah, well.
