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    Brighton Beach MemoirObjective: Escape from the beach.

    Following the long cut-scene which introduces the story, you wake up on a beach. You have no memory, noidea of who you are or how you go there. The only thing you have are a few precious snippets of a life thathardly 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 weaponsand 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 beingchased in a boat. Head down the hall and to the left. You'll flash to another moment, where a man is runningtowards you. You're trapped. Turn any way you like, you end up being shot and falling overboard. Looks likeyou know how you ended up on the beach. Mystery solved... horray! Oh wait, there's the whole rest of yourlife 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 tokeep around just in case. The goons coming for you assume you're still knocked out, which provides you witha 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 boxon the wall. When a Hand Icon appears, hit the Action Button to open the box and grab the first aid kit. Nowhead into the back room. Though this next goon outside isn't aware of you, he can spot you, so you need tomove quickly. Grab the 9mm from the table to the right. The Key is on the table by the table against thewindow, and there's a Bookon the table to the left you can pick up and throw (there's also some scissorsthat act asThrowing Knives). You have time to grab all these before the goon appears. Try and headshothim with the book. If you miss, whip out your pistol and take him down. Grab his .44 and the boxofAmmo 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 5.56Kalash 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 crouchdown as the men will start firing at you immediately. You can switch the Kalash from Auto to Burst fire withthe 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 theway you came and continue down the length of the dock. The is a sniper atop the cliff to the right. Stop whatyou're doing and aim for him. It's hard to get a headshot on him, but a few rounds from your Kalash should dothe trick. Move forward and take care of the goon running along the dock. Not much further you'll spot asecond sniper to the right (a red box highlights him as he enters the screen). Take him down quickly andmove forward. A goon with Throwing Knives appears. Don't waste your ammo. Use a Knife or at most the .44to 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 themdown. Your means of escape is just ahead in the form of a white truck. There are two goons guarding thetruck directly, but also two on the hill behind the fence to the left. If you don't have any more Kalash ammoleft, you'll have a hard time taking out the two behind the fence. However, if you move to the fence in acrouch, they will have an incredibly tough time hitting you. Use the fence as cover from them and take downthe two goons by the truck. One of them has the key to the truck -- Grab it. There's also a box of . 44Ammo 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 thetruck and use the keys to get in. Congrats on passing your first mission of XIII, but it's a long way to go. Watchthe cut-scene which leads you to...

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    Winslow BankObjective: 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 withyou. 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 onceto the customer to the right, just for fun. The Teller knows you -- Mr. Rowland! -- and asks for your key. Youautomatically 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, theonly thing you can do it head to your own box, which is located all the way at the back of the vault -- look forthe red box highlighting your target. Use the key to unlock the box. There's a briefcase, which you grab, andsome 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 aventilation shaft. Crouch and crawl through until you reach an apparent dead end thanks to a vent grate. Giveit 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 yourfirst victim. Move slowly behind him until you see a Red Hand Icon appear. Attack and you will give a littleVulcan 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 andwait 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 chairbefore you reach the guard. Do the sneaky sneaky and whack them one at a time with a chair. You'll pass anelevator 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, thenwhack 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 anL pattern from the door you're at, left, and then around the corner of some bookshelves in the next room. Theother guard walks a north to south pattern directly in front of the door. How do you avoid being caught? Staystill and watch the 'Tap Taps' of their feet, which show you their distance. When you don't hear anything fromthe guard to the left and the guard straight ahead if receding, open the door. Go left. Wait at the corner forthe guard to appear and whack him. Then return to the door and whack the other guard when his back isturned.

    With the room cleared, grab the Medpackresting on one of the tables between the bookshelves and head tothe 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 thisrobber (you) just took a hostage, they could kill the stupid alarms. Ask and she shall receive. Sneak up behindher. If you hit the attack button you will knock her out, but if you hit the Action Button when the Hostage Iconappears, you can grab her. With hostage in hand, you can still attack with your free hand. To let her go, hitthe 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. Goto the door and use the Pass Card to unlock it. In the next room, to the left, are three armed guards. Theyhave no qualms about shooting you, but they won't dare fire at the gal in your arms. Face her directly atthem. Back away, keeping your human shield directly between you and the guards. Should you turn, even tolook another way, and they'll shoot you. As you reach the corner, hug the left wall. You need to move quicklyso that the guards don't get too close. Keep the Pass Card out. As soon as you pass the elevator keypad, turn

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    to the left and swipe your card. You instantly release your hostage and the guards attack. Get into theelevator 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 notbank staff and therefore are free to be shot down like rabid dogs. Head left from the elevator and don't passthe door to your left. Let the enemies come to you. There should be two or three that come at you. Once theyare gone, head through the door on the left. Be careful, as one of the baddies occasionally remains in thisroom. There's a Full Medpackon 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 (ashotgun blast is a lovely thing) and look to the right. Instead of heading downstairs (which leads to a deadend) 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 OfficesObjective: 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 themonologue, 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 beuncovered. The one thing you do know is that Mongoose isn't all that fond of you. There are two types ofenemies on this level, Feds (who all wear FBI-labeled jackets) and agents of Mongoose (who wear streetclothes). The Feds can't be killed or the mission ends, but you can blaze a hole in the other baddies you findalong the way.

    There's lots of side-paneling in this room that can be moved about, but it reveals nothing. Head to the lonedoor and pick up the Document conveniently left on the floor. There's a pan you can grab off the table to useas a weapon. And you will need weapons for what's to come. Down the hall to the left are two Feds. Runstraight ahead from the door to avoid being seen. There's a vent on the floor. Smash the vent, then grab achair and get to crawling. Smash through to the other side. As you do, one of the two men from the hallenters the room to check on you. Stay to the left wall and as he passes, smash him over the noggin. Grab hisgun 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 otherdoor and into a small server room. Move around the computers to find another Medkit and a vent. You can'tactually crawl through the vent, so its purpose is merely cosmetic. Head down to the end of the hall where abookworm 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 achair. Smash the boxes and then the vent and crawl through. Sounds like Mongoose is storming the building.As you exit the vent, ignore the Brickand 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 happywith the help. They'll come after you. Duck back towards the vent and grab the brick. Use these to knock outthe 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 workoutroom. Open the door and shoot the kneeling goombah in the next room. Don't enter the room yet, as anotherbaddie storms in. Shoot him. As you cross the room, a Fed runs though the hall (you can see him through theopen 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, headthrough the closed door next to it. In the sliding panel you'll find another Medkit. Open the other door in theroom to find a baddie with a Shotgun about to open up on a Fed. You likely won't save the Fed, but you cansave some of the ammo left in the Shotgun by shooting quickly. As you open the door, aim towards the right

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    and plug the bastard. In the closet behind the dead baddie are some extra Shotgun Shells. Sweetness. Nowhead 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 willhelp 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 themeasily. 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 toyou.

    With that room cleared, head inside. To the right are several doors leading to the same large room, but firstlook for a narrow door with some stairs leading down. This takes you to an empty room that hasa Shotgun,Shells, and a Medkit. Once restocked, head upstair and through the right side set of doors. Toyour left there's potential for two baddies to come through the doorway. Sometimes they choose to stay andwait for you to get to them (which you will shortly). Hit them hard if they show. Be careful not to step in themiddle of the floor as it is about to break (you can see the lines showing where not to step). Two goons arebelow. 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 acrossthe 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 andto a hallway. Head to the end and crawl through the hole in the bottom. Reach the ladder and this mission isover. Good work mystery man!

    Major JonesObjective: 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 theladder to meet up with your mysterious savior, Major Jones. She explains that the two of you need to get outof 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 GrapplingIcon appears and fire with the Action Button. Ascend and descend on the line by using the Fire and Alt. Firebuttons respectively. When you see the roof and the lovely Miss Jones, swing back and forth and hit the ActionButton 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 torekindling your relationship (surely you and here must have been lovers... pleeeease!) snipers appear on therooftop across the way. Follow Jones to cover, where she hands you another new toy -- A Sniper Rifle. TheAlt. Fire button zooms in twice to allow for maximum accuracy. Crouch near Jones and aim at the sniper onthe 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.

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    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 half-dozen baddies here. The best place to be is in the back left corner, using the wall of the small room on theroof for cover. Let the men come to you. When all are dead, Jones reappears. Leave her be for now so you cangather some goodes.

    Inside the room are some Shotgun Shells and a Medkit. There's another Medkit resting on the wall nearwhere you first touched down (to the right of the spool). You're not done yet. See the stairs just beyond whereyou 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, goback downstairs and rejoin Major Jones at the door on the other side of the roof.

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    Jones has unlocked the door so it remains for you to open it. However, there's a baddie just beyond and it's aclose-quarters battle. The Shotgun is called for. Crouch as you enter. There's a goon behind the overturnedtable. Quickly move to the left to get around the table. The baddie may roll out to greet you, so be ready. Ifnot, 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.

    7

    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 theSniper Rifle. Stop at the doorway and zoom in on the roof as there's a sniper directly ahead of you. Take himdown, then hit the roof and head right to find the next sniper. He likes to run around, but stay focused on theopen area (the only place he shoots from) and pop him when he appears. Lastly, head left to return to Joneswhere 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 abuilding. As three burning enemies flee, mow them down. This is the first time Jones is really in danger. Theremaining baddies will try to shoot her as she hides in one of the pipes on the ground. Very heroic of her. Staynearby and waste those who come for her. When everyone is dead, Jones exits the pipe and leaps to anotherbuilding. 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.

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    Follow Jones down the hall. She stops in the next room to call her informant who pretty much tells you whereyou're headed next. The call is interrupted by more goons, one of whom has an Rocket Launcher. That's notso good. At the back of the room there's some Kevlar and a Medkit. Grab 'em then move to the right of thedoor (staying inside the room) and crouch. Your main concern is the RPG man, but he moves a lot. Get outyour 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. Wheneveryone 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 FullMedkitto the left of the door. Ahead you'll see the security control panel. Step to it and break it. This opensthe door to the chopper pad and sends several goons running out from the room behind the chopper.

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    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 onelooking to infiltrate the base, apparently. Head down the frosty path and you'll see that some unwelcomevisitors have arrived to crash the gates as well. Take out the first goon, standing over the fresh kill. A truckpasses, but don't worry, you'll deal with that in a second. Crouch when you reach the end of the path and getout 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 theShotgun 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 andhead down the path. There are three goons nearby. Save the crossbow bolts and jack them with the AssaultRifle. Once they are dead, move forward till you spot a truck which has crashed into some rocks. Crouch andtake out the crossbow. Move slowly to the right until the baddie comes into view and snipe him.

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    Continue down the path with Crossbow drawn. You'll head some soldiers talking. Crouch and creep forwarduntil a head comes into view, then snipe. There are two guards here, so snipe them both. Don't head into thehangar 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, soyou'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 downquickly. There's a goon on the balcony to the right and some baddies on your left. Use the left corner as coverand take down the balcony baddie, then creepy to the crate along the left wall, move right and take out thebaddies on the floor. Retreat to the back right corner, where you took out the first goon, to finda Vest,Helmet, and Ammo.

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    Enter the larger area and get behind the truck. A half-dozen more goons come out, so be prepared. There'ssome goodies on the barrel at the back right end of the room, including some AR Grenades (use Alt. Fire onyour Rifle to launch them) and a Medkit. Take down everyone that comes into the room. When the firefight isover, 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 theShotgun Shells, AR Grenades, and Medkit. Crouch down, as an enemy appears on the walkway across theroom. Snipe him with the Crossbow. This guy has a helmet on, so it will take several shots to off him. Anotherbaddie appears on the level below. You have a major advantage with positioning. Take him down then headdownstairs 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 yourCrossbow as you do. There are two snipers above. One to the right, one to the left. Take them both down andcross the bridge. There's another hut just across the bridge with a couple of baddies inside. Smash the glassand toss in a grenade to give them a real surprise. Inside the hut are a Shotgun, Crossbow, and AR Ammo.

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

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

    Emerald Base RoofObjective: 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 youmove 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 musteliminate them quickly. Should an enemy find a dead body, you'll be notified by a picture in the right corner ofthe screen. You'll need to backtrack and kill that enemy before they can get ot the alarm -- which is not aneasy thing to do.

    You begin in a vent. Crawl to the end and break the grate. Grab the Crossbow by the dead soldier. Head leftin a crouch. Grab the pipe on the ground and continue left until you hear a soldier. Use your Sixth Sense andcome up behind him and give him a good whack. Stand and pick up the fallen SCAD. Continue left until youhear solidiers talking from the fortified room.

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    Drop the soldier and take out your newly-acquired shotgun. Stand and move to the open window at the backend 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 onthe right wall. Smash the cover and then bash the Generator. One down, three to go. Head back to the bodyyou 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 thecovered crates. Look ahead for a baddie to snipe. Do so. Move forward and to the right, towards the body andlook ahead. There's another baddie patrolling in front of a hangar door. Snipe him. Pick up the body at yourfeet and enter the hut to your left (it's unlocked and unoccupied). Now go grab the baddie by the hangar andstash him in the same spot. This room has four lockers that hold a Medkit, Throwing Knives, and a LightHelmet.

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    Move to the hangar door. There's a control room to the right. Pick the lock and enter. Smash thesecondGenerator and grab the Shotgun from the floor. Head outside. In the back of the jeep (there's a deadsoldier next to it) are some more Crossbow Bolts. Stock up and head back towards where you first enteredthis area. You'll see a door on your left, which leads to the second section, where the other two Generatorsare 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 abit gung-ho. This requires decent accuracy on your part and plenty of speed, but if you move quickly andfollow 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 silentweapons only! Now head forward and you'll see a tank to your left. Go left and around the corner you'll spotanother baddie. Kill him. Continue going clockwise around the perimeter to defeat the remaining guards.Piece of cake, no?

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    With the outer guards dead, you can now worry about the Generators. The third Generator can be found in ahut directly across from where you first entered this area. Pick the lock and equip the Shotgun, as there aretwo goons inside. Open the door and waste them, then smash the Generator on the right wall. GrabtheThrowing 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 thefinalGenerator. Smash it and you can now access the ladder to the roof. Don't go just yet. There are two hutsin 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 firstarea. Go to the back right for another locked door.

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

    Carrington's CellObjective: 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 andmake your way along the duct, smashing the grate in your path. You'll soon come upon a vie overlooking twomen chatting it up. Kick back and let them babble. If you bust into the room while they are still there, theywill kill you. This is not a maybe, they cannot be killed at this point. Wait for them to exit the room, then breakthe grate at the far end of the air duct and drop down into the room. Head to the desk and check outthe 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 waitingto be capped. Take him down then switch to your AK or Shotgun. There are four more baddies total. Onepatrols the hallway to the left east to west and the other is moving north to south. You can be sneaky or gorun and gun. Continue down the hall to the left to find the final two guards. It's now safe to go through all ofthe rooms to grab a variety ofammo and health goodies.

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    Once you've cleaned out the joint, head to the end of the hall and into the elevator. Activate the switch in theback of the elevator to take a ride. You arrive just as more good guys get slaughtered. At least you don't haveto 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 aresome crates and a vent blowing some hot air. Climb the boxes to the grate and break through to the otherside. 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 apulsing electrical field, a long drop, and two goons. Pull out a grenade. Wait for the electricity to drop and abaddie steps into center stage below. Let the grenade count down about 3 1/2 seconds, then drop it for aquick death. Take out your grappling hook and look up. There's a lovely yellow-stiped hook to grapple. Lookdown. See those blue bars? That's where the electricity comes from. When it's clear, drop down (but not allthe way) untl the last of the blue is above you. One more guard waits on the catwalk. You can attempt to tossgrenades from here. Otherwise, lower yourself and drop to the ground quickly, then head right, behind thecomputers. 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 righta Magnetic Card. A cut-scene shows several goons storming the area outside, but they can't get through thebullet-proof glass. Ha ha! Re-enter the big room and move to the double doors. Use the Magnetic Card tounlock the doors. Careful, as the baddies are on either side of the door. A clever grenade bounce off the wallwill help out greatly. Choose one direction and head that way, circling the central room and taking out thefour enemies on patrol.

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

    Head left and turn the corner. There's a lighted door straight ahead and double doors to the left. Take thedouble doors first. There are three goobers inside, so open and then chuck a grenade as way of greeting. Takethem out then search the lockers for loads ofammo, and an Important Document. You can't read it rightnow, so keep your booty moving. Head back into the hall and through the door not yet taken. GrabtheMedkit 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'llsoon reach a dead end with a Helmet and Medkit. Yum! Now wander back the way you came and head theother 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, ofcourse, so get on with the protecting.

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    Carrington calls to the guards outside. One comes in, so stand to one side of the door and gut him with ashotgun 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, thenconcentrate on the left side. More will come, so don't turn your back until you've killed several baddies. Don'tbother 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 rightimmediately 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 StationObjective: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, becausea 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 thegoons. There are two patrolling the front of the Station and another off to the far left. Head right and goaround 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'sa long distance between you two, he won't have a chance to get a shot off. Go back behind the trees andhead left. You'll soon see the final guard. Take him down.

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    Head into the Station. There are two guards inside. Forget stealth and take them out quickly. Go througheither door on the right. The hall is empty (minus the dead body of a military grunt). Go through the nextdoor and take out the baddie inside. Grab the Magnetic Card from his twitching body. The Fuse Box is inthis 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 anduse the Magnetic Card to unlock the door. Snatch the Medkit inside of the cabinet to the right, then grab theFuse off the table in the back. As soon as you have the Fuse in hand, Carrington returns. He brings bad luckwith him as several goons appear outside to the right. Take a few steps forward from Carrington. One gooncomes from the right side and then a moment after two come from the left. Waste them quickly.

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    Return to the Fuse Box room and slip the Fuse inside. Make your way to the left side of the Station (continuethrough the big room, heading left) until you see some stairs leading up. Go up and move to the small controlroom. Activate the Switch to move the Cable Car to the Station. Head back downstairs and meet up withCarrington 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 onmore goodie to grab.

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

    Cable CarObjective: 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 grenadeat 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, sowaste him first, then take out the other two. When all three are dead, climb the ladder to get on top of thecable 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 therock in front of you, then look up and you'll spot him. Stay crouched and snipe him.

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    Carrington retreats to a cave entrance. Follow him. Stay outside the lip of the cave and take down the handfulof 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 youto 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 theleft side and a bazooka man towards the right. Snipe them before they get you and move forward. Shortlyafter, Carrington shouts for you to watch you back. There are two goons to your rear. Once you've turnedaround, look up to the left. One will leap down to attack, the other stays up to snipe. Take out the immediatethreat first, then snipe the guy up top. There's a red beret placed in the snow to fool you. Don't shoot til yousee the whites of the snipers eyes. Don't worry kid, you're almost there.

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    Run up the hill with machinegun drawn. Three baddies lay in wait. Waste them and then enjoy your reunionwith Major Jones. Except she's al about the General Carrington. Ah, well. They need some time to fix thechopper -- you get to play the part of delayer. Heal yourself and get behind the Mounted Machinegun in frontof the chopper and press the Action Button to take hold. Hold down the trigger and don't let go. Enemies willstorm 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 thegun 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 thewhirly-bird to end the level.

    Kellownee LakeObjective: 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 rightof the rock, crouch down and make your way across the clearing to the safety of the pair of rocks ahead. Fourgoons 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.

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    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 likeshe's gonna be in need of your protection. As soon as you're spotted, the two goons in the boat take off andthe other two attack. You can use your new, double-barreled shotgun and take one out from the cliff. Let theboat 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 themall out. Continue forward until you find a small cabin on the cliffside. This isn't the one you're looking for, butit does contain a dead body and a Full Medkit. As you enter the cabin, Major Jones lets you know sheaccidentally dropped you off a bit further than you needed to be. Whoopsie. Guess you have more miles towalk. 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 leadsto 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-barrelshotgun to take them down then hop to the block on the right and then leap to solid (if snowy) ground.

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    Move forward until you hear a goon talking. He's standing with his back to you. Feel free to cap his ass. Asyou move to the clearing, switch to the Minigun if you have it. Walk to the right until a cut-scene shows fivegoombas popping up around you. This is not a hard fight as long as you keep moving. Keep the big treesbetween yourself and one half of the baddies. Take out the guys directly in front of you then use the obviouscover 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 therock 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 whowill shoot at you.

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

    Kellownee HideoutObjective: 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. Ohmy. Just as the truth is being discovered, SPADs attack. Kim runs, but you need to cover her back. This is notan easy task. The SPADs start by using rocket launchers. SPADs come on the ground and try to storm thecabin (there is only one entrance) while others sit on any of the three tiers of the hill outside. These are thebuggers 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 ofgoodies. Graball 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 thedoor. 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.

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    When no more men approach, look out the window and use the M60 to waste the snipers. They are all aroundthe 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 themout from the windows. When that's done, go back to trying to pick of snipers. You may have to run outside toget some of them. If so, keep moving and don't stay outside too long. Eventually they will give the order tofinish you off by destroying the cabin. They miss and blow up the back section. Head through.

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

    Plain RockObjective: 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 cut-scene, two guards come to take you to Room 11. You have no weapons or ability to fight back yet, so youneed to follow their orders. Stay behind the lead guard, as the other will beat you if you stray. There's nogoodies 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 theguard at the window outside Room 11, stop. Wait for the conversation to end, then follow the guard whoopens the door to a large laundry room.

    No prison experience would be complete without a beat-down from the prison guards. Fortunately, you cannow fight back. There are two guards, neither of whom will attack you immediately. Grab a Bottle from thetable in the back and whack a guard. The other will come after you with fists only, so grab the Bottle on theother 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 breakableboxes and make your way up to the vent. Smash the grate and walk onto the top of the air duct. Don't dropinto the room, as it's where you just came from. Make your way along the duct, heading right. You'll comeacross a vent that can't be smashed. There are items inside, but don't worry, you will get to them shortly fromthe other side. Continue moving right until you reach the end of the line. Across from you is another duct you

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    can easily jump to. Follow this around. You'll soon see an opening to the right and a breakable grate to theleft. Go into the right entrance first to grab Throwing Knives and a Brickyou saw earlier. Now, return thebreak 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 tothe right (using the locker against the wall to break your fall. Quickly kill the guard and grab his gun. Twoother guards are outside and will shoot you through the window. Move towards the door and wait for them toopen it, then waste them. Grab the Keys from the fallen guard and be sure to snag the Medkit that's on ashelf in the room.

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    Move through the now open door, over the dead bodies. There's a door at the end of the hall, but you cannotopen it. Instead, take the path to the right and head up the stairs. Unlock the door. There are no guards onthis level, so take it easy. Head straight and open the door to the cells. You can't free the prisoners (you couldalways shoot them if you are so inclined) but head to the end of the room and open the door to the supplyroom. Here you can snag a Helmet, 9mm Ammo, Medkit, and Important Document. Return to theoutside 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 atyou. Use the insets in the hall as cover and take them out, then unlock the door and enter the rotunda. Acouple of snipers will shoot at you, so you need to get to the room on the left quickly. Close the door behindyou and grab the Sniper Rifle, Ammo, and Grenade from the shelf. Open the door, but stay inside theroom. You should be able to snipe two of the three guards from here. For the last, run to the room directlyacross from you. Use the doorway as cover and snipe the final guard. There's a Medkit in here, which shouldcome 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 ofyou. Move forward, to the left of the door and wait for the other ground guards to open the door, then wastethem with your pistols. Lastly, use the doorway for cover as you snipe the guard in the walkway. Piece ofcake, right?

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

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

    Doc JohanssonObjective: 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 thehospital to find Doctor Johansson. You can't kill any hospital staff (those in white lab coats), but guards are fairgame. You begin in the showers, always a bad place to be in a movie when you're all by your lonesome. Headforward 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 roomwith 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 scenewith 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 guardsfootsteps and when he's passed, open the door and jack him in the back. Pick up the Keys from the KO'dguard.

    Go straight across to the locked door and use the key to get inside. Ignore what's happening outside, all youneed is the Pass Card on the table in the back corner. Return to where you triggered the convo with thenurse and good doctor. Use the Pass Card to open the door. If any medical staff spot you, they will shout forsecurity or hit the alarm, so crouch and walk underneath the cage window. Head to the other end of the room.

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    To the right is a security door. Swipe your Pass Card to get through. Move to the door directly ahead. There's asecurity 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 doubledoors. 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 wantto sneak, enter the large hall and head for the door on the right. Head through the rooms until you reach theend. There's only one door you can open and it leads to the hall where the guards are located. GrabtheMedkit off the counter, open the door, and either sneak-KO or blast the baddies.

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    Now it's time for a little puzzle. Go to the cadaver filing cabinet. There's an empty drawer on the lowest levelalready open. Hop onto it, then onto the drawer with the dead body resting peacefully. Inch forward and youcan open the drawer on the top level just beyond the cadaver drawer. Hop onto this one and then on top ofthe 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 movingalong the path, even once you enter the larger area, and eventually you'll hit a tile that breaks and drops youinto the room below. Get ready for a fun battle.

    Boss Battle: Number XX, Doctor JohanssonThe big bad Doc isn't as big and bad as he may seem. The Doc has three attacks. His main attack is chuckingknives, which can be avoided by constantly moving. Continually circle the good doctor, keeping yourdistance. The second attack are grenades, which are easy to see and can be avoided by running the hellaway 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, moveslowly, 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 needhealth, there's a Full Medkit on the counter in the corner. Once Johansson is dead, the level isn't over, sodon'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 ThrowingKnives on the desk. Move to the painting to trigger a flashback. Following the flashback, unlock the safe toretrieve your HF Transmitter, Grappling Hookand Cell Key. Unlock the cell on the left. Forget the crazygirl in the jumper, it's time to save that nurse you couldn't help earlier. To thank you, she begs you to take herhostage. Kinky.

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

    Go to the security door, past the nurse who is screaming like Fran Mirabella III, and the guard will becompelled to unlock the door for you. Cap him and move through the door to end the level.

    CanyonObjective: 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 isbeing left behind (boy, you're kind of a douche, aren't you?). Just past her is a Medkit. Grab it and head leftuntil 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 onthe ground and a sniper ahead up top. Take out the sniper first and then take the Kalesh.

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    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 withbazookas take position around the corner. Get in sniper mode and edge past the corner quickly. Take downthe first man, who should be almost directly in your sight. Back away once he's down. You can now runforward 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 areaced, continue on the path. Careful as there's another goon who will be on the ground to the right of whereyou killed Gatesy. Take him down and continue forward. Head along the ledge, killing yet another goombawho appears to the right. Zig zag along the natural bridges to ascend to the next plateau.

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    Snag the Grenades on the table and move forward. This part of the canyon can get tough, especially if youare out of sniper rounds, but even with just the Kalesh and Shotgun, you can get through. Head forward andyou'll drop down behind a baddie. Pop him. To the right you'll see a zip line. Adjust your view until you see anicon pop up. Hit the Action Button slide along the line. You can switch weapons, aim, and reload freely. Takeout 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 HeavyVest, Heavy Helmet, and some Ammo. With everything grabbed, drop down to the ground below (dropagainst the right wall to avoid taking damage) and hop through the cave. A helicopter arrives, as do a pair abazooka-toting fools. Stay inside the lip of the cave on the right side. Lean out and snipe the bazooka fool onthe ledge straight ahead. Look right, keeping yourself shielded with the cave wall, and look for the BazookaJoe on the second tier.

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    With him down (the helicopter has left at this point), turn left. It's a dead end, but there's a Medpackhere.Grab it and then go up the trail where you killed Bazooka Joe #2. Hide behind the mine cart and snipe thegoon across the chasm. Move forward. Ahead is another goon in need of death. Once he's down, hop on thezip line and ride it across the chasm. Take the next line back across, where you can snagsome 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 willhit an area you didn't go to earlier. Stay along the ledge and kill the goon ahead. Grab the BazookaAmmoand 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.

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    Just over the hump there are a good dozen enemies (they come in three waves of four to five each). Ratherthan 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. Whenall grenades are gone, use the Bazooka if you want, just give yourself distance to avoid the blast. Witheveryone 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 takehim down. One more goon waits at the entrance of the mine. Zip on the line and shoot him. Head into themine and take a left (the right leads to a deadend). Smash the boards blocking your way and head through toend the level.

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    Canyon 2Objective: 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 naturalbridge with the hook. Grappel and ascend.

    Head right (when facing the cliff) to get to a Medpackand Shotgun Ammo. Now go the other way along theledge. 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'saMedpackat the end of the middle ledge if you want it. Otherwise, continue to the ground floor. Major Jonesexplains that the plane is hidden just past the ruins, where the baddies are camping. Kill the first goon onpatrol when his back is truned. As you arrive outside the ruins, two baddies appear in the towers. The first isin the tower on the right and he has a Bazooka, so needs to go first. The other is in the far left tower and isjust a weasley sniper. Still, he needs to die as well.

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    Along the right wall at the base of the ruins (before you climb the ladder) there are two Full Medpacks alongwith 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 righttower, though the Bazooka Joe is now in the left tower. Take them out (you'll find another Medpackalong theshort wall in the center of the ruins entrance). Several enemies appear on the ground, but should be easy tohandle. 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.

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    Make your way along the path to the jet. A single enemy appears on the ridge where you can from. Shoot himand 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?

    SewageObjective: 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 newgadgets, but they won't be used in this level. This is another stealth mission and the rules from the previousstealth 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 screenflashes 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 swimthe length of the pipe until you are in a large room. Get to the surface for some air. Two guards are on thecatwalk above, chattering and *gasp* swearing. Wait for them to leave, then use your Grapnel to get to thecatwalk.

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

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    Step out of the dirty water and peer out from the mouth of the cave. There are two bridges to th right, eachwith 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 nexthook 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 finda steaming grate. Stay towards the back to avoid being spotted by the guards in the yard. Smash the grateand climb down the ladder. Enter the vent to end the level.

    SPADS CampObjective: Hide the spy microphone in Colonel McCall's tent and discretely eliminate the SPADS around thebeige 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 yourposition. 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 climbthe ladder to the left. You're now in the shower room. Move to the door where two guards talk and haveyourself a small flashback. The room is now empty, but there are loads of guards all around. Grab the 9mmSilencer 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. Patrollingnear a guard tower is a baddie. Snipe him and stash him in the guard house. Grabthe Document andMedkit from the table.

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    Step outside the guard house. There are three more guards patrolling the ground, one to the right and onenear the watchtower. There's also a watchtower guard whom you need to snipe next. With him down, theother three guards will go on alert, so run and gun quickly. Stash the bodies in the security hut. Note thateven 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 ispatrolled by three guards. One is straight back, the other two patrol near the trees to the right. Stay behindthe doorway and target the enemy ahead. Wait for him to walk into the small stone bunker. You can cap himfrom here and the other enemies won't see him. Lean out around the door and look right to take out thesecond guard, then approach slowly and finish the final goon. Before moving forward, go to where you killedthe 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 timewhere stealth is not nearly as useful as Rambo-action. Head left and after the first building, look right and twoof the guards are talking, with the third in sight. You can kill them all very quickly by running up with yourAssault 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. Headleft. Watch the patrol to the right, but when their back is turned continue along the left wall until you reachthe beige tent. Enter the tent and make your way to the desk.

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    Place the microphone in the white box icon and retreat to the back corner of the tent (outside of the roomwith 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'tnotice. Take them both out this way and drag their bodies inside the tent. There are three other guards onpatrol on this side. You can either sneak past them (heading towards the left is a good plan) or take them outquietly (an even better plan). Make your way to the warehouse door directly across from the beige tent.

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    The final area for this level sees four guards all grouped outside the warehouse door. Open the door and backaway. This triggers their normal patrol and they'll all separate. There's also a guard in the watchtower. Takehim out then look straight across and take out the guard in the security hut. From there, move along thefence to the bricked area. There's a small hole in the wall where you can snipe two more guards. Should analarm 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 truckout front). There are two more guards here. Kill them quickly. Use the lockpick on the door. Another guardwaits 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 showingthe big boom. All that's left is your escape, which comes in the next level.

    McCallObjective: Escape from the Camp!

    Let the fools at the start of the level disperse then cautiously approach the dead bodies to earnsome Ammoand Full Medkits. In very short time the baddies realize there's an intruder on base and chargeat you. Though it's tempting to go for the mounted machinegun, it's actually a terrible idea. Enemies will beaggressive this time out and the machinegun is too unprotected. Instead, whip out your handy M60 and mowthem down. Avoid being close to the bombed out warehouse, as it will continue to explode.

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    Once they are dead, move into the warehouse. You are backtracking to the SPADS Camp entrance. In thewarehouse, 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 waythrough the beige tent (it's a good shortcut that has no enemies inside) and go straight across into the nextwarehouse.

    Step outside into the next area which is empty of guards. You'll hear the Colonel talking to someone. Listen inand move to the door at the back. As the conversation ends, a guard comes out from the door. Kill him andmove 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 areonly two guards in here. Move to the back right and cap the guy. Stay against the right wall and take out your9mm. Sneak behind the other guard and take him hostage (wait for the hostage icon to show and hit theAction Button). Head into the warehouse. At the back left corner, behind the boxes, there's a Full Medkit. Besure you are at full health as a bottle battle waits once you open the door.

    Boss Battle: Number XI, Colonel McCallThere are two ways to face Boss McCall -- The easy way and the dead way. With hostage in hand, you havesome protection from McCall's disgustingly heavy gunfire. A few shots can take a third of your health like asnap of a finger, so be ready to self-medicate. Shoot with the pistol (sorry, but you can't reload) and makeyour way to the security hut to the right.

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    Back up into the hut until you snatch the Medkit. Move to the left side and drop the hostage. Take out yourAssault 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 thiswith heavy gunfire. Duck into the room if you need to reload as he doesn't usually follow you inside. It maytake 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 BaseObjective: Infiltrate the submarine before it leaves.

    With McCall dead, your mission to uncover your past can continue. And it's apparently going to continue20,000 leagues under the sea, as your next mission is to infiltrate the SPADS Submarine Base. Though thegoal is to "infiltrate the submarine before it leaves," there's no time limit in this mission. Stealth is also merelyan 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 thestairs. The room to the left holds a Heavy Vest, Medkit, Important Document, and some Ammo. Twomore guards wait around the corner. Take them out and move through the door at the end of the hall. As thenext 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 onefrom 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.

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    While there are multiple paths to get to the same Checkpoint, they all lead the same place and none of themplace 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 yourlockpick on this door and head through the hall and out the other side. You will now have the chance tosurprise 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 holdan Assault Rifle and loads ofAmmo. Grab 'em. Just beyond there are a total of six guards. You can gosneaky (the Crossbow is key here) or run and gun. Your choice. Once all six are dead, quickly run down thehall. If you are lucky, you will make it under the closing door. If not, you may be even luckier, as you can nowhead to prime sniping position.

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    Head through the door that claims "Authorized Personnel Only" at the corner of the large room. This leads toa control room with two goons inside. Kill them and exit through the door on the right (down the hall of thecontrol room). On the walkway, crouch and snipe the four guards below. Look up and use your grapnel on thehook 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 ofAmmo. 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 atthe top.

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    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 hookyou can grapple. Do so and descend. You can stop midway and shoot the unsuspecting enemies in thesubmarine dock or you can drop to the ground and go from there.

    Submarine 1Objective: 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 anotherladder leading down, but the enemy inside isn't an issue. There's nothing down in that room, but kill himquietly if you have bloodlust. The only exit is the door on the right, but your spidey-sense warns you there'sdanger inside. In the next room there's a guard on the walkway above you and one across the chasm, to theleft.

    Listen for the telltale tapping of feet. When the guard above is walking away, look left (while leaning againstthe right wall of the previous room) and snipe the guard across the chasm. Duck back into the room. Wait forthe guard above to be directly on top of you. When he begins walking away, follow his movements, walkingunderneath 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 toyou. You need to hit him before he reaches the end of the room. Stay back in your safe little hall. The Captainappears above you and talks to a stooge for a bit. Wait for the Captain to leave, then enter the room. Thestooge is on the walkway above towards the back left. Move cautiously until you can clearly see the stoogeshead. You can't shoot through the walkway, but you can get an angle that will shoot him while avoiding thewalkway. 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 stationarygoon. There is a guard on patrol, however, on the walkway on the other side of the chasm. Wait for his taps tobe at the far end of his patrol and move quietly across the path to the next door. Killing the patrolling guardnow will alert the stationary guard to your presence, so let him live for the time being. In the next room, takethe ladder up. Open the door and KO the stationary guard. Wait for the patrolling guard across the chasm toshow his face and snipe him, then head into the next room which has three unlocked doors. Oh thepossibilities!

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    The door to your right is of no use, since it only leads to the man you just killed. That leaves the two doors infront of you. Each leads to a walkway in the same room. This room is empty, however, so take either door andmove to the end of the room. Go through the door on the left. Welcome to the control room. Watch the cut-scene 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 theroom, leaving the com open. Look for it (it's a microphone with a nice white box icon around it) and activate itto let Jones know of the new destination for the submarine. Head through the unlocked door and quicklymove through the next room and to the door at the back left. Take out the guard as violently as you'd like. Atthe end of the room is the Officer's Cabin.

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

    Submarine 2Objective: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 andace the guard waiting for you. At the end of the room on the right you'll find a Heavy Helmet, HeavyVest,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 doorsyou can open, but they merely lead to walkways that take you to the same place. A dozen or so guards willtry 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. Inthe kitchen, look to the left to find a Full Medkit on top of some lockers. Jump to grab it. There are a couplemore goons in the next room. After they are finished, head into the Torpedo Bay for a showdown with CaptainEdelbright.

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    Boss Battle: Number VII, Captain EdelbrightThis one's incredibly easy. Three goons join Edelbright in the attack. Take out the goons first, then make sureyou are fully healed. Step to Edelbright and give him an AR Grenade to the gut. Instant kill. If you are out ofgrenades, circle Edelbright and whomp him with the Assault Rifle. He's tougher than a guard, but nothingcompared to previous bosses.

    Grab the key off of Number VII and head up the ladder. Take the door to the left and enter the ControlNavigation Room. Kill the four baddies inside and take the right side door at the end of the room. Enter theCaptain'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 tounlock 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 completeyour escape... to the next level.

    SabotageObjective: 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 for43 seconds. Sweet. You won't have to hold your breath at all right now. Pop out of the water and look for theshort ladder in the right corner of the Submarine Bay. Climb up and get ready for a firefight.

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

    When the fighting's over, take the ladder at the back right of the room. Move along the walkway, grabbingthe Crossbow and Medkit in the small room on the left. Climb the ladder at the end of the walkway A SPADSgoon waits as you reach the upper walkway. Waste him. See the four control switches on the right? Pull theone that's up to activate the platform handing over the water. This triggers three snipers to appear