MAX PAYNE WALKTHROUGH * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * A very short word from the author... Welcome. The Max Payne character thrives on speed and surprise. In fact, the game's success is built around his unique ability to dive in where angels fear to tread. But sometimes it pays to look before you leap and this is the purpose of my walkthrough -- a modestly cautious method for those who want a pause or two between adrenaline rushes. Much has been written about the Max Payne story line, so I'm gonna jump straight to the walkthrough. Hope you enjoy reading it as much as I enjoyed writing it. Jedi Writer (aka Ed Hassler) Jedi_Writer@macmail.com Copyright (c) 2002 All rights reserved. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * P A R T I * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * PART I: The American Dream Prologue "They were all dead. The final gunshot was an exclamation mark to everything that led to this point. I released my finger from the trigger -- and then it was all over." Max stands in the front entry of his home in Jersey -- something is terribly wrong. Examine the graffiti on the wall of the entryway. Answer the phone in the hall, then turn around and open the cabinet with the louvered doors and pick up the shotgun. Go through the living room and head up the stairs, turn left, and run to the door straight ahead. Shoot the thug in the nursery then another behind him and look at the lifeless child. Collect the dual Berettas from the dead thug as you head through the open door into Max's reading room, then pick up the baseball bat in the corner by the window. Dive into the bedroom through the closed door and kill the remaining assassin. Max grieves his slain wife. Chapter One: Roscoe Street Station Max stands on a vacant subway platform looking for Alex. Head through the door to the left marked PERSONNEL ONLY. Search the lockers and cabinets for Beretta ammo and painkillers. Return to the subway platform and ambush the two goons ahead. Grab their Desert Eagles and go up the stairs through the now-open gates. Dive through the doorway at the top and cap the two thugs to the right. At the end of the passageway, dive to the left and kill a third behind the locked turnstile. Go down the stairs, turn left and as you approach the subway platform, a goon is coughing. He's around to the left in the passageway marked Transfer 2 -- eliminate him and get his pump shotgun. Examine the security panel to the right of the doors ahead marked Subway Control Room. As you approach the bottom of the stairs through the gate marked MAINTENANCE WORK to your left, three goons chat and detect your presence. If you run down, you'll have to deal with all of them at once. If you wait, one comes up to investigate and the others disappear through the open door to the right marked PERSONNEL ONLY. Decide on a strategy and go for it. Once they're down, search the lockers and cabinets in the Personnel room for supplies. The passageway at the end of the room and to the left (steam wafting through the wall grates) leads to a locked gate and two thugs chat on the abandoned train tracks beyond -- you'll have to shoot between the bars of the gate. They're standing near oxyacetylene welding tanks that explode when the valves are shot. Take them out now or later. Return to the subway platform and head toward the other end. Go through another door on the left marked PERSONNEL ONLY and cap the goon wielding the shotgun, but do NOT harm the guy cowering to the right -- he's a transit cop. Hear him out, then search the room (ignore his impatience) for more supplies before leading the way back upstairs. The transit cop unlocks the doors to the Subway Control Room and is gunned down by a thug. Activate the security panel, proceed through the lobby, and be prepared to battle four goons in the Control Room. Smoke the first as the sliding doors open, then dive straight ahead for cover behind the long curved console. Stay crouched and pick off the others one-by-one. Enter the next room through the open door on the right and check out the surveillance monitor where another dead transit cop was sitting. Press the yellow button marked LINE 2 on the tall control panel, then take a look at the monitor again. Before you leave, grab the painkillers from the first aid cabinet. Head back down the stairs and take the supplies from the small room opposite the train before you board. Activate the small "steering" wheel and crash the train through the barrier at the other end of the station, then exit through the front door between the two control consoles. Jump over the debris on the track and take out the goons by the familiar locked gate ahead. There's a total of four... unless you've already waxed one or two earlier from behind the locked gate. Step over a fifth corpse in the dark passageway and head though the door into the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * PART I: The American Dream Chapter Two: Live From The Crime Scene Max is in an old abandoned section of the NYC subway system. Kill the thugs just beyond the second turn in the passageway. Don't forget to smash the small crate (with the lead pipe if you're low on ammo) and get the shotgun shells. Open the rusty steel door and cap the goon on the left, then walk down the stairs ahead and peek around the corner at another. When he sees you he dashes down to the bottom of the stairs, so follow and make him wish he'd stayed home. Slog through the flooded train tunnel and listen to the three nervous goons chatting ahead on the platform to the right. Sneak up on them and dive back and forth until they're down. Take their weapons and the shotgun shells in the small crate to the right of the stairs, then head up the stairs as a distant explosion shakes the ground. The tiled waiting room at the top of the stairs is infested with rats: no need to kill them (this isn't Tomb Raider) and besides we're after bigger prey. As you climb the next set of stairs, four more thugs argue about a detonator. Head on up and crouch behind the stacked crates directly ahead for cover -- one-by-one they'll run around into your line of fire. (There's Desert Eagle ammo in the small crate to the right. By now, you're familiar with supply acquisition, so not another word about it unless it's in a not so obvious place.) Examine the rusty steel door and head down the stairs to another rat-infested waiting area. A hole blasted in the far wall leads to Roscoe Bank's Vault B and as you approach, four thugs discuss the robbery. Enter the vault and eliminate them through the door in the vault foyer by diving back and forth in front of the round vault door. Dive through the opening and finish off the last one. Press the access panel by the door to the right and take out four more goons in the same manner. Enter the vault control room, answer the phone on the counter of the central console, shoot the alarm horn on the ceiling, press the red button on the vault control monitor, and examine the Aesir documents in Vault C. Press the red button again and grab the detonator in Vault A, then let yourself out the way you came in. Head back through the gaping hole, across the rat-infested floor, and run up and dive toward three thugs at the top of the stairs. If you're quick, one of them doesn't get to lob a grenade. Activate the detonator on the rusty steel door and run for cover behind the crates as the explosion rips a hole in the wall leading back to the active subway. In the cut scene Max chats from behind a locked gate with Alex, whose words and life are cut short by an assassin's bullet. Don't grieve the loss of your friend too long: three of Jack Lupino's henchmen run down the stairs behind and to the right. It's amazing what a shotgun can do at close range. There's a first aid cabinet in the ticket booth if you need painkillers. Head up the short flight of stairs then up another and feed hot lead to a foursome of goons in another ticketing area. Pull the lever marked EXIT GATE CONTROL in the ticket booth and stroll up the stairs through the now-open gate and on out into the dark cold of the night and the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part I: The American Dream Chapter Three: Playing It Bogart Max strolls into Lupino's seedy hotel and stands face to face with the equally seedy Finito brothers -- get ready for a fight. A few moments after they're face down, three of their buddies announce themselves at the double doors. Position yourself in the near corner next to the sofa and smoke them as they enter one-at-a-time. Read the letter on the desk, check the drawers and the safe, then head on out into the hallway and down the stairs. Search the sleazy apartment -- no one's home. Listen to the radio and check out the vibrating bed. Nope, nothing under this one. Shatter the picture (some picture!) window by simply walking though it, step out onto the snowy terrace, turn left, and listen to three agitated thugs as you approach the second door. They'll be out in a moment. Crouch down and casually blast them one-by-one with the pump shotgun. Or, barge through the door and shoot the valve of one of the propane tanks. Either way, these guys are losers. (Note: For those of you who went into the game in developer mode and typed "god" in the console, there really isn't anything down there should you decide to leap off the sixth floor terrace to the street below. Also, there's no way to get back up. See the car at the end of the block? It's a phantom. That's because you're dead.) There's a small storage room at the end of the service hallway. Take the door to the right, go down the stairs, through the next door into the hotel hallway, and pay a visit to the occupant in room 301. Continue past the leaky ceiling, hang a left, and sneak up on the oaf watching the soap opera. When his world has turned, two more barge through the door at the end of the hallway -- end the days of their lives. Room 302 is empty except for painkillers. There's a junkie in the bathroom near the end of the hallway -- you decide. Open the double exit doors and cap the goon fumbling with his shotgun. Ditto for another who appears. Rooms 305 and 306 are both empty but the vending machines work. Shoot the lock on the next exit door, cross the empty room, and wait for the four gabby morons as they stroll down the hallway past the open door. Take their Berettas then go into the open room on the right and watch the TV news. Examine the corpse on the vibrating bed in the next room. Continue down the hallway, turn right, and put the armed junkie out of his misery in the open room to the left. Nudge the door open the on the far side of the room, then take a few steps to the left, and crouch so you can see through the doorway of the small octagonal hall beyond. Wait for the goon to walk past and when you fire, three more come a-runnin'. It's truly amazing what that shotgun can do at close range. Grab the Molotov cocktail and go through the eight-sided hall and into the hallway on the left. When you open the door to 313, a rigged shotgun on a chair straight ahead goes off, so don't just stand there. Run into the room and avoid the blast or step to the left. If you take more than a few steps to the right, two oblivious thugs open the locked single door in the octagonal hall and stroll your way. Regardless of what steps you take, enter Muerte's room, read the letter on the desk, and have a look around. Continue to the end of the hallway, hook around to the left, and pop the junkie in the bathroom. When you step through the doorway, a goon in the last stall on the right flushes and comes out. Shoot the plywood-covered doorway opposite the bathroom, walk through the open window on the other side of the abandoned room, and follow the bloody tracks on the narrow ledge. Shoot the plywood-covered window and enter the next room. Ignore the guy on the floor with the knife in his back. Return to the hallway in front of Muerte's room and, if you haven't disturbed the two aforementioned thugs, do so now. Go through the now-open door, shoot the boiler in the small room beyond, and watch it explode and fall through the floor. Jump down through the hole to the floor below and permanently shut the mouths of two goons in the hallway investigating the noise. A third is hiding behind a crate in the next hallway to the left. Euthanize the junkie in the room opposite the crate, then head across the hall to room 216. Read the hooker's diary, find the secret door to the room with the video camera, then leave through the next door. Head down the hallway and smoke the thug in the next hallway to the left. There's two more farther down around the corner to the right. When all is quiet on the 2nd floor, get in the elevator and ride down to the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part I: The American Dream Chapter Four: The Blood Veins of New York The old service elevator rumbles down to the bowels of Jack Lupino's hotel. Three goons sit drinking at a small table at the far left corner of the laundry area. Choose the manner and time of their death, catch the weather report on the TV, then check the cardboard boxes on the shelving for supplies. Open the door under the green light and two of their buddies barge through the door ahead across the room. Shoot them or the propane tanks on the crate to the left of their door or all of the above. (They may even blow themselves up. The possibilities are endless.) Check the small crates and the boxes on the shelves for supplies (yes, this is tedious, but the crates in front of the door on the right need to be smashed so you can open it). Open the door and wax the goon, left, in the hallway. If you wait, he'll run around and come through the door his buddies entered. Grab the baseball bat (handy for smashing those hard-to-reach boxes) in the boiler room and read the newspaper. Two goons gab in the kitchen as you walk up the steel stairs. Dive in guns blazing so they don't have time to scatter, then cap a third as he runs in from the open hallway ahead and to the left. Not much here except painkillers. Head up the stairs, and as you go through the door into the hotel lobby, four goons chat in the room through the double doors to the left. Want the easy solution? Kick a door open, take a shot, then run back down the stairs and wait for them to follow one-by-one. Enter their room and grab the key on the small coffee table to the right, then open the two briefcases on the conference table. As always, check the cabinets for supplies. Continue to the other end of the wide hallway. (When you need painkillers they're in the bathroom straight ahead.) Head for the door to the right marked Bar. Rico Muerte and his slutty lady friend are engaged in, uh, conversation. Muerte is one tough dude with a fully automatic Ingram, so let him escape through the far door to the left of the bar. The easy way out of this mess is to concentrate on the other goon -- use the wall to the right of the door as cover and cap him. Three more will come running through the far door, so retreat to the lobby, stay close to the wall, and dive at them as they round the vending machine single file. Head back to the Bar and walk directly toward the dame -- the beer taps block her fire (and yours). Candy is one tough bitch with a Kevlar bra, so mix her a cocktail she won't forget. Sounds cruel, but as I said, she's one tough bitch. Go after Muerte. If you haven't used bullet-time yet, do so now. Dive (shoot-dodge) through the door then switch to bullet-time only and slowly circle around him firing continuously at his head (Desert Eagle works fine). You can do this without getting so much as a scratch. Muerte needs to go down here and now -- if he's allowed to retreat to the other end of the hallway, he regroups with two thugs and then you're in real trouble. Run down the hallway and take out the two thugs who appear, one through the far door on the left (he hides behind the check-in desk) and the other from the right. Seems like a piece of cake compared to their boss. Activate the antique switchboard in the back room, then hook around to the right in the reception area and head up the stairs. Run through the hallways, go through the doors marked CLUB, past the bathroom, then peek around the left corner and listen to the goon pissed off at the slot machine. Whack him as he approaches, then head up the short flight of stairs and whack the other. Play some roulette, have a soft drink, then head through the double doors onto the roof. Break one of the panes in the main lobby skylight, drop down to the crates below, and immediately take cover behind them as four thugs rush in though the doors. After the excitement is over, stroll back through the now-open gate and return to the check-in desk. Buzz yourself out by pressing the red button on the wall marked EXIT, then run through both sets of double doors in the main lobby and into the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part I: The American Dream Chapter Five: Let the Gun Do the Talking Max is on a street corner in Lupino's sleazy corner of the Bronx. Head for the pawnshop, kick open the door, step back, and wait for the two thugs to come out into the street. (You might have to go in after the one with the shotgun.) Break the display case in the other small room and grab the hocked Ingram. Return to the street, continue around the corner and read the newspaper headlines, grab a shotgun in the back of the parked van, then head down the concrete steps in the corner of the buildings. Kick open the door, fire a shot or two at the three thugs, then step out of the doorway and pick them off one-by-one. Go through the left door, down the short hallway, put the two Valkyr-crazed junkies out of their misery in the room on the left, then continue toward the locked door at the end of the hallway. As you round the corner toward the locked door, an explosion from behind blocks your escape route. Stand with your back to the fire and shoot one of the propane tanks, using the wall for cover. A thug immediately comes through the door. If the blast hasn't killed the other, do so. Continue into the dimly lit storage area and smoke the armed junkies at the other end, then come back and head through the other door into the well-lit storage room. Pause at the far door -- peek to the right and let the goon see you, then cap him as he tries to rush in. There's another crouched in the corner to the left, so dive in and make his day. As you start up the L-shaped brick stairway, an Ingram-toting thug runs down. Continue up the stairs and head across the boiler room and answer the phone in the hallway. At the end of the hallway, two goons chat in a large multi-balconied ballroom that's seen better days. What a dump! Shoot the goons through the doorway. (If you retreat, you may find them in a small storage room to the right.) As you step into the large room, an explosion collapses a section of the first balcony on the opposite side. You'll need a key for the double doors to the left, there's nothing in the room on the far right, so head into the small storage room and shoot the padlock on the next door. Ah, it's the cashier room of the pawnshop and inside is a key on the shelf and a letter on the counter. Get the key first, then read the letter and scram as the police raid the joint. Don't even think about it. Open the staircase door and rip the thug on his way down. As you round the first landing, listen for the telltale clink of a grenade and run down for cover. Continue up the stairs to the second floor and take out a shotgun-wielding goon and his grenade-tossing buddy before he has a chance to lob another. Careful -- there's a third packing dual Ingrams on the landing higher up. Get ammo and painkillers in the ladies room if you need them. What a dump! Head up to the third floor and an explosion collapses the stairway to the fourth. Run around the balcony, jump over the missing section, and as you step through the wide doorway into the hallway on the other side, another explosion collapses the section of the balcony behind you. Oops, looks like we're gonna be going through that next door into an apartment with four thugs. No need to rush in -- open the door and take out three from the hallway, then dive in and finish off the fourth in the kitchen to the right. And those Ingrams make it soooo easy. Leave through the kitchen window to the fire escape and the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part I: The American Dream Chapter Six: Fear That Gives Men Wings Directly from the previous chapter, Max finds himself on the fire escape landing. Jump to the stairs below, then jump to the dumpster from the lower landing and kill the armed junkies huddled by the incinerator barrel. Cross the alley and head through the door in the next building. You need to find a key to unlock the door marked Luigi's Laundry. Head out the other door, cross the next alley, and open another lighted door in yet another building. To the right of the dimly lit rat-infested ground floor hallway is a dark supply room. Ahead and to the right, three hallucinating junkies huddle in the corner. As you hook around to the left to go up the stairs, three thugs greet you by name. When the noise of your guns subsides, climb the stairs to the first floor landing, hook left, shoot the first junkie, then two more goons, then the other junkie. Head on up to the second floor and open the door on the right. Two more junkies are huddled by an incinerator barrel, but don't kill the one who seems cooperative. Lead the way back to Luigi's Laundry and let the junkie do the talking. When the door opens, he tips them off -- cap him in the back of the head, dive in, and do likewise to the two goons. A third appears from the doorway to the left. Laundry my ass -- that's a high-speed duplex color copier there in the corner printing counterfeit bills. Walk through the real laundry area, check behind the counter in the office, then get in the elevator and silence the speaker in the ceiling. Go to the end of the dilapidated hallway and open the door to the efficiency apartment. A thug's in the bathroom ahead -- he flushes and comes out. Watch the TV news, then jump through the window (it shatters) onto the low roof between the two taller buildings. Jump onto the pipes leading to the next building, walk over, then peek through the window and notice the goon to the left sitting watching the TV -- PBS this is not. When you can't stand it any more, inch over to the right pipe to get a clean shot, then shoot the goon in the head and crouch and cap two more as they rush in through the kitchen doorway in the far left corner. Don't forget the Ingram ammo in the cabinet, then jump through the kitchen window onto the next roof. Head across the pipes to yet another tenement, go through the door, and as you near the end of the hallway, an explosion rocks the stairway around to the right. When you step onto the landing, two thugs one floor up on the far balcony of the multi-balconied room ahead start firing. Hang a right on the balcony and run to the doorway at the other end. Two more thugs are trying to rig an explosion around to the left. Wait until they blow themselves up, then as you try the far door, a section of the wall collapses. Hop through the hole into the next hallway, and as you leave the small lounge area, get ready to meet four goons running down an inclined section of collapsed hallway ceiling straight ahead. Stay in the cover of the lounge area and whack 'em as they approach or spice things up and dance with them on the balcony. The fourth may remain at his position on the balcony above, so walk up the incline (it's very dark), turn around, and whack him where he stands. As you step out on the top balcony, another goon approaches from the open doorway on the far side. Run around the balcony, open the closed door, and listen to Vinnie Gognitti screaming at his boys. Before you head through the closed door on the left, grab the painkillers from the kitchen stove and the Ingram ammo (hint) in the far cabinet. In the cut scene, Max and Gognitti meet face to face, Max puts a slug in his stomach but he escapes. You'll be slugging it out with the three boys up close and personal. When the dust settles, read the letter on the desk and follow Gognitti out the window in the next room. Backtrack across the pipes to the previous tenement building, head through the now-open door in the apartment, turn right, and run up the stairs around to the left. The door to the right opens to a rooftop and Gognitti jumps down onto a passing train -- follow him into the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part I: The American Dream Chapter Seven: Police Brutality Max has jumped off the elevated train to a rooftop, hot on the heels of Vinnie Gognitti. Jump down to the pipes paralleling the building, then quickly cross over to the next rooftop and take cover behind the brick chimney to the right. Two goons approach from the lighted area beyond so meet them head-on as they round the corner. Head across the lower roof toward the Choir Communications billboard and jump over the alley to the next roof. Two thugs emerge from a door on the roof of the building across the street and shoot from the Aesir billboard. Crouch behind one of the small square vents (the closer the better) and take them out. Continue counterclockwise around the roof, ignore the police chopper, and go through door. As soon as you approach the stairwell, Gognitti rallies his troops on the ground floor and they start running up. Kill the one who makes it to the top, then take out two more on the 2nd floor. Easy. Run down to the first floor then through the door into the alley. Peek around the corner to the left and attract the attention of the goon with the dual Ingrams at the end of the alley, then duck back for cover and wait for another who comes running through the doorway of the fenced-in basketball court. Charge the first one head-on with your Desert Eagle, take his hardware, catch your breath, then dive to the right and cap a third who opens and waits at the recessed gate in the brick building. Don't miss the Ingram ammo behind the overturned barrel. Head through the gate and as you step into a small courtyard, Gognitti shoots from a construction lift and goes up to the top. As you run up the alley stairs, a thug approaches and jumps into the excavation ahead -- simply lob a Molotov cocktail if you like. Enter the construction site and check the excavation -- what's this, one of New York's finest face down in a box -- and the trailer for supplies. A sniper's across the street on the roof in front of the Choir Communications billboard, so don't get too close to the mesh fence. Press the button on the concrete column to call the lift, get in, and as you press the next button to go up, be prepared for a thug with an Ingram in the far right corner of the second story. As soon as the lift stops at the third story, run straight ahead for cover behind the unfinished concrete stairwell and crouch -- the sniper in front of the billboard is firing. If you capped the guy on the floor below as the lift ascended, great. If not, he's running up the stairwell so take him out from your crouched position as he rounds the corner. Then focus your attention and Desert Eagle on the guy across the street. Stay crouched, aim at him, then pop up and down until his head is in your sights. Cool. As you've probably noticed, Gognitti is leaving a trail of blood, so follow it up the plywood ramp to the roof beyond. Here's the layout. Peek around the brick corner to the right and notice a thug with a shotgun within arm's length. Behind him, out of sight, is another. A grenade-tossing third is waiting behind the wall to the left of the billboard. A fourth is up there too, but he doesn't come down to play. Do it any way you want. You can give the first thug the finger then run back to the unfinished concrete stairwell and whack them as they follow (their own grenade may kill them), play cat and mouse in the construction site, or run in with guns a-blazin'. Lot's of fun. When you're done, follow the ramp up to the billboard, go across the catwalk, and smoke a fifth waiting around the first corner to the left. Continue along the billboard catwalks until you come to a skylight where two goons are gloating over their loot in the storeroom below. Shoot through the glass at a propane tank, the goons, or both. If one happens to escape through the door to the right, he'll be at the top of the stairs ready to lob a grenade. Jump down being careful to land on one of the crates, then collect the goodies. Head up the stairs and exit to the roof through the door to the left. Turn left again and hop over to the fire escape of the tenement, go down to the apartment below, notice the corpse in the kitchen, and watch the news bulletin on the TV. Listen to the five thugs prepare for your entrance through the door at end of the hall. Kick open the door and kill the first one in the tenement hallway. There are two more waiting around to the left, and two more farther down to the right -- one of them throws a grenade, so scurry back to the cover of the first turn in the hallway. Then chase them and dive for cover in a short hallway halfway down on the left. If any escape, they'll go through the door at the end, cross a small roof, and head through a door and into the hallway of another tenement on the opposite side. No problem, that's where you're going anyway. Assuming the quintet is no longer breathing, head into the other building and notice the boarded up stairs to your left. Move ahead slowly, and about halfway down when you hear the clink of the grenade, run back for the cover of these stairs. Or, simply run down the hallway, turn left, ignore the grenade, and dive and whack the goon at the end of the hallway to the left guarding the exit. Open the door and watch Gognitti plead for help in the alley below. A foolish thug runs up the brick stairway ahead. Go out onto the small roof and peek down over the low brick wall. You've got the high ground, so finish off these bastards any way you choose. Hint: grenades and Molotov cocktails work splendidly. When Gognitti is down, listen as he demands his rights and pleads for his life. You're headed for the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part I: The American Dream Chapter Eight: Ragna Rock Max stands in the entrance to Jack Lupino's deserted gothic nightclub, Ragna Rock. Go into the ticket booth and pull the lever marked SECURITY. A hidden door behind you opens, and as you go up the short ramp, a goon fires and joins his buddy at the far end of the room to the left. They're rookies. Read the book on the table and take anything you might need from the shelves. The next door leads to the area behind the liquor bar of the disco. There's a thug directly ahead -- shoot him and immediately step back to avoid a grenade. Bump the door open again and use the left side of the doorway as cover to take out another dancing around on the floor at about 10 o'clock. A third is up on far right end of the balcony across the floor, so run to the safety of other end of the bar. Hook left around the front of the bar and run for cover behind the last stone pillar -- a fourth on the balcony directly overhead tosses a Molotov cocktail which lands harmlessly on the floor in front of the table across the room. Dash for the doors behind the lighted platform and run through the second from the left into the small vestibule -- ignore the hail of Molotov cocktails and bullets, we'll deal with these guys later. Peek around to the right through the open door and notice two goons -- one in front of and one behind a beer bar beyond the small dark hallway. If you don't kill the one behind, he'll either run around the bar and rush you or run across the room and hide behind an identical bar on the opposite wall. In any event, a third goon down at the other end of the floor comes running. Peek around the corner of the small dark hallway until he gets within range, dive out, and smoke him. Live it up a little and take Max out to the pentagram on the dance floor -- forward, crouch, back, crouch, left, crouch, right, crouch -- Yeah, baby!... you get the idea. After working up a sweat, head through the archway by the "BAR=>" sign and get ready for three more thugs to the left in the next room. Bust through the door without knocking and dive straight ahead -- there's lots of stuff to provide cover. Read the books on the table in the far right corner. Press the button to open the gate and cap the joker who comes tumbling down the stairs to the right. The stone stairway leads to the disco balcony -- remember the two goons up there? They each have a buddy now. Let's play a little trick on them. Backtrack to the open door of the disco, crouch, and pop the unsuspecting one up on the right, then stay crouched and inch out onto the floor until the one on the other side is in your sights. Run back up the stone stairway, crouch, nudge open the left side of the double doors (the door keeps opening and closing), and inch to the right while drawing a bead on the third on the far balcony. Then open the door, turn left and dive for the fourth. If you need supplies, cross over to the far balcony on the steel girders. Head through the small gothic vestibule, through the next door into the gallery over the dance floor, and smoke two thugs in the darkness running towards you from the right. Mount the console and play with the Pyro Control (a little out of sync to my ears) and damn, there's no way to put on a different tune. The small private balcony in the far right corner has a cache of Ingram ammo if you need it; you can also examine the sound system up close -- eighteen inch JBLs all around, I think. If you fall off the railing, no big deal. OK, party's over, back to business. Leave through the far door and climb the open wooden stairs. In the large room through the door at the top, three of Lupino's henchmen are standing around a table discussing how to get rid of you. Two of them are those aggressive black overcoat types who will chase you all the way back to Ragna Rock's entrance (woohoo, what a chase!) and the third hides behind the table. Decide on a strategy and go for it. When all three are dead, three more sneak up from behind the wine cask racks at the other end of the room. Pour yourself a glass of Chateau Lafite Rothschild, then find the hallway in the far left corner and peek around to the right. At the end of the hallway is a large doorway and winding open wooden stairs. Cap the goon who appears in the doorway -- if you get him while he's standing there in the open, he falls backward and through a trapdoor rigged especially for you. A second goon is on the first landing and a third, a little higher up on the stairs, runs up to the second landing if he's allowed to escape. Go to the bottom of the stairs, look up and a little to the left, then pull the trigger a few times when you see his ugly face. There's a fourth up there too -- run up to the first landing, then walk up the stairs backward until you see his head. Run on up to the top, go through the door, and head out onto the roof in the freezing New York night. Remember the big room with the wine casks? And those flapping shutters (narrow doors, really) high up? One of them is to the right and that's where you're going. Be careful not to slip off the edge of the steep roof. On second thought, let's slip off and have some more fun. Save your game and assuming you entered in Developer Mode, type GOD in the console, then send Max hurtling off into the darkness. No, wait!... jump up on the railing and look down and send him hurtling off where you can see him splat on the sidewalk. Better still, hit the bullet-time key and watch it in slo-mo. Kewl. Limp around Ragna Rock (unfortunately the front door is locked, but you can shoot out the CLOSED sign), go up the short snowy steps on the other side, jump up on the wrought iron railing, and scoot to the street. Either end of the street is a dead end, but you can run all the way around the phantom buildings -- quite the set. You can even jump back over the fence from the top of one of the cars. Had enough? Head to the intersection, turn right, then another right behind the phantom building... Meanwhile, back at the narrow door, shoot the thug far below on the floor, then walk across the beams and head for another roof through the other door. Follow the roof to the tall lighted windows, walk the girders to the left to get to the snowy ledge, then head for the open door straight ahead. To the left is a winding steel and flagstone staircase with an unsuspecting thug on the landing. Two more run up directly into your line of fire. Head on down to the door. Inside and straight ahead, a long catwalk stretches high above Ragna Rock's live stage. One of those tough overcoat guys stands near the other end of the catwalk, and a generic goon is perched on the stairs down and immediately to the left. Select something suitable for the overcoat, press the button to open the door, dive in and whack him, then run a few more steps, turn around, and whack the goon coming up the stairs. Three more follow and it's like shooting fish in a barrel. Run down the steel steps to the stage. Aah, drums! Pearl, Yamaha, Ludwig, Tama? Can't quite make out the name. Funny, they all sound like wood blocks. Hey, but the Hamer on the floor is plugged in. Check out the consoles on the platform at the other end of the stage -- the panel marked STAGE CONTROL lifts the backdrop with the band's name and two nervous stagehands come running through the opening. Mr. Shotgun will come after you if you happen to miss. Run up the incline surrounding the drums to the opening and step out on the catwalk. (Woooa, the backstage area is huge -- too bad we don't get to see the main arena.) This next scenario deserves special note. Ahead, spanning the backstage, is a series of large backdrops, four of which can be moved via the control console on the small platform up a short flight of stairs to the right. All the way to the left, beyond the backdrops, stands a lone thug with a grenade. You can get his attention by: a) going left and looking at him through the narrow opening through which you can easily shoot him, or b) activating levers 1, 2 and 4 on the console (lever 3 is optional), going down to the floor, and making your way to the other side. Either way, he throws the grenade when he sees you and sprays wildly with his Ingram as he runs up the stairs in the far left corner, then crosses the high catwalk along the back wall. You can follow him up the stairs (you'll be going up there anyway) or shoot him from the floor. But here's the interesting part -- see the section of the catwalk with the single plank? It breaks and the screaming idiot falls to his death. If you position Max on the floor about ten feet to the right of the wall light (and don't mind taking a slug or two) he'll fall right on top of you. Run up the stairs, jump over the empty section of catwalk (or run over the single plank without stopping if you couldn't resist smoking him) and go through the door into - - you guessed it -- the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part I: The American Dream Chapter Nine: An Empire of Evil Max finds himself in Jack Lupino's wacko room. (But we want to see the main arena and play with the sound system.) Read the torn-up letter from Punchinello on the sofa, Lupino's notes on the table, and his notebook on the pedestal. Ignore the dead bodies, climb the stairs, listen to Lupino's maniacal rant, find the door, push the button, go in the room, look at all the stuff on the tables, press F12, type GOD, hit Return, press F12 two more times, get out your baseball bat, and limp around smashing everyone's head in. (Or you could quit the game and go play Doom.) Can't reach the goons on the balconies? Shoot them with the weapon of your choice, but it MUST be done while standing in the pink birdbath in the middle of the room. No cheating now. Jack says, "I have tasted the flesh of fallen angels." Pull out the Louisville Slugger again and give him a taste of premium grade Northern White Ash. When they're all dead, breathe a sigh of relief and transport into Part 2, Chapter 3... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * P A R T II * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part II: A Cold Day in Hell Prologue The mickey in the drink has made Max delusional. You begin in the dark surrealistic closet of Max's tormented mind. Enter the hallway and take left turns only to reach Max's living room. Look at the pictures on the wall and over the mantle, make your way upstairs and go through the door to your immediate right, then down the wallpapered hallway. You're at a trail of blood. Remain on the path, otherwise Max falls into oblivion. Walk across the second broken trail to the left. At the next junction, there's a larger break straight ahead and an unbroken trail to he right -- jump straight ahead but be careful not to jump too far, the laws of physics have been suspended. The next junction is similar but with no break -- go straight ahead. The trail then splits into two parallel paths resembling the letter Y. Take the path on the right. Enter another green hallway and the baby's room beyond. Look at the baby. Go through the next door, into another hallway, and into Max's reading room. Read Michelle's diary on the table then exit through the door to Part 1 Chapter 1... Chapter One: The Baseball Bat Max is tied to a chair in the boiler room in the basement of Lupino's hotel. Knock the padlock off the cabinet with the baseball bat and grab the painkillers. Your job is to get weapons and ammo. If you try to bludgeon a goon, or if even one of them sees you, they'll be all over you like a cheap suit. Open the door on the opposite wall and peek around to the left to the corridor ahead and listen to the goons talking. Watch three of them patrol from left to right (counterclockwise around the walls of a large storage area), first one and then a pair about twelve seconds later. As they pass from view, run out into the short hallway, peek around the corner to the right, and watch them disappear down the corridor to the left. Head to the next corner, peek around to the left and watch again. Hug the left wall and follow them when they're about halfway down. When they disappear around the next corner, peek into the partially open overhead door of the storage area -- when the goon guarding the door inside looks away momentarily, run to other end of the overhead door, then run across the corridor through the closed door into a small storage room. The door remains open and other patrolling goons may see you, so as quickly as you can, smash the two crates on the shelves ahead for ammo, then circle the room and grab weapons and some painkillers. If you aren't able to pick up everything within, say, fifteen seconds, run to the door and wait for them to pass. Max doesn't have to hide behind the door, just make sure no part of his body extends beyond the open doorway -- they'll stroll past and not see him. As soon as you can, peek to the left through the doorway and watch for another pair of goons. If you see one, simply retreat to the position described above and wait. The idea is to kill as many as possible at once -- this is simply a numbers strategy. (Don't worry about being seen by the guard across the corridor in the large storage area.) Once you launch the attack everything happens fast and there's little time to think. When you spot a pair coming down the corridor, back up and position yourself to throw a grenade (you have two) on the floor directly under the overhead door -- time it so the blast kills the patrolling goons as well as the guard, step to the left to avoid being shot by the guard before the grenade goes off, then line up the shot again and throw the other. Spin around and shoot the small upright propane tank behind you (Max's weapon defaults to the pump shotgun), move to the left for cover near the left wall (continue facing the door), and wait for the upright tank to ignite the tank lying on its side and rocket out the door. If you're lucky, the grenades and the scooting tank will kill most of the mobsters. Those who are still on they're feet will try to storm the room, so it's shoot-dodge all the way. Try to kill them in the doorway, grab some of their Ingrams, and at all costs avoid diving into the corridor -- a latecomer positions himself in the corridor (to the left) and waits with a sawed-off shotgun. When the dust settles, catch your breath, dive out, and finish him off. There should be nine corpses. Search the large storage room for goodies, then head out the rear door, turn right, and kick open the door near the end of the corridor. Wait for the two thugs to come out, then smoke them. Go into the room, read the newspaper on the floor, and pick up Beretta ammo on the floor along the left wall and in the small crate behind. Head back into the corridor, hang a left, and take the elevator up. As the door opens, shoot two goons to the left in the brick storage room before they have time to retreat to the shipping area. As you approach the open overhead door, a grenade explodes harmlessly ahead. There's a thug hiding behind the empty meat saw and two more around to the right behind boxes in the meat cutting room. To get their attention, run across and back in front of the open overhead door, then choose a place to nail them when they pursue. There's one more wielding dual Ingrams hiding at the other end of the meat locker. He'll stay put as you ambush him from the loading dock but chase you if you enter from the meat cutting room. After the last carcass has been tenderized, take the alley to the street, turn left and head for the familiar hotel. Walk in and listen to three goons gloat over Mona's fate as you approach the Lounge door. Dive in and kill two, or open the door and let them come to you. The third hides at the end of the conference table in the Cabinet room. Listen to the news bulletin on the radio, then catch the thug with his pants down in the bathroom at the end of the hallway. Here we go again -- into the Bar. Frank Niagara and the boys are having a beer. He's forgotten his baseball bat. Take them out from the cover of the wall by the doorway or retreat around the corner by the vending machine. Diving in for all four is not recommended. If you decide to remain by the door, easily shoot the thug who appears on the other side of the doorway, then be prepared to immediately take out another coming through the door wielding a shotgun. Fade back down the short steps and use your Desert Eagle to pop the head of the guy hiding behind the bar. If you wait by the vending machine, Frankie may eventually come after you. Either way, it's bullet- time. When Niagara falls, quickly grab his Ingrams before the cut scene and the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part II: A Cold Day in Hell Chapter Two: An Offer You Can't Refuse Max teams up with Vladimir and begins searching for the Russian's cargo ship Charon on the Brooklyn riverfront. Kill the goon in the security shed and press the button to open the main gate. Around to the right, two more are guarding the truck loading docks. Press the button to open the overhead door to Warehouse 4. There's a thug up on the far catwalk and two more down on the floor straight ahead. The no-pain method is to raise the door a few times, wait until it starts closing, then run parallel to it while shooting the two on the floor (the guy on the catwalk tosses a grenade). Then run into the warehouse and take cover behind the stacked pallets in the center, jump up on the pallet behind the central pillar, and smoke the remaining thug. Jump from the pallets to the broken stairs in the corner and grab the goodies at the far end of the catwalk. Notice the painkillers atop the pallets across the room. Open the door to the right of the forklift and whack the goon outside on the ground, then sneak up on the other hiding in the back of the parked truck. See the red barrel across on the far loading dock? It's the exploding type -- take note. Open the overhead door to Warehouse 5 and run for the cover of the pallets inside and to the left. The thug on the catwalk on the far side fires his Ingram but he's too far away to do any damage -- he runs to the corner to the left and pulls out a grenade. The idea is to kill him after he puts the Ingram away but before he throws the grenade (we want one). Take the lift up and pull the lever on the yellow control box to move the pallet blocking the door below. As we watch in amazement, the overhead door opens and two goons enter -- shoot the one who's running, the other is hiding behind the stacked pallets. Run back along the catwalk until you see him. Take the lift down and exit though the now-accessible door onto another loading dock and shoot the fool whistling in the dark, walking away from you on the ground to the right. Get his shotgun and as you round the cargo container on your left, kill another thug ahead in the light. As you continue toward the crane, another comes a-runnin' followed by two of his buddies. Pop them as they approach single file or -- remember the red barrel by the exit door in Warehouse 5? -- run back inside, take cover behind the fallen stairs, and shoot the barrel as two come through the door. Return to the lighted area for the third, then grab the supplies in the tent to the right. Observe how you're going to get that red shipping container out of your path. Jump up on the crane, but before you enter the cab, turn around and notice the building behind you across the yard. When you pull the lever a sniper appears on the second story catwalk and positions himself to the right of the door. Also, two goons run out through the opening under the now-suspended container. Walk around on top of the crane to get an idea where Max needs to stand to avoid the fire of the sniper. Standing up here to kill the goons is a lot easier and you won't have to worry about getting shot in the back while wrestling with them on the ground. Taking out the sniper is optional -- you'll be visiting that building later. I'm just trying to spare Max pain. Run under the container and... oops, we forgot to set the brake on the crane. Shoot the thug approaching in the alley between the containers, then hook around to the right and size up the situation. There's another container blocking the path and that yellow hoist is going to move it out of the way, but how do we get the damn thing going? As you approach, it roars to life and speeds forward, picks up the cargo, then roars back to the end of the long alley (Aisle 3) and crashes. Seems the bored operator has been drinking, but he's of no concern to us. You have two choices: a) See the lighted doorway on the left beyond the hoist? You can run under the machine and take cover there (it's a small shed with supplies) and watch up close as it crashes, or b) Let it pass over you and while it's lifting the container, run back to the short alley from which you entered and watch up close as it hoists. Either way, two goons come gunning for you through the now-unblocked Aisle 3. When the night returns to the sound of foghorns and seagulls, there's a thug with a grenade in a short alley to the right beyond the stacked crates as you continue. Depending on how you play it, get either his grenade or Ingram. As you hook around to the right, another container hoist in the Aisle 2 roars to life -- don't worry, it's not going to run you over. Use the crates on either side of the alley for cover and take out the operator. When he's down, the cargo raises and two thugs run from a cross alley beyond to the left and position themselves underneath. The first attacks when he sees you and the other moves closer. As you pass under the hoist, two more come running out from the same short dark alley -- use the front of the hoist for cover. As you turn into the short alley, yet another fires with a sawed-off. Peek around to the left into Aisle 1 and two goons spot you. One attacks and his grenade-toting pal retreats into a short alley to the right with a raised automated bridge at the end. Let the grenade guy go for the moment, and wait for the other to come after you. As you continue down Aisle 1, stop and listen to a thug mistaking Max for Rico Muerte -- the first gray shipping container on the left is being used as a shed and the unsuspecting thug will be out shortly. Take the -- YES! -- sniper rifle and read the letter on the table. As you round the next alley to the right, two goons patrol in front of a warehouse beyond a barge moored in a narrow canal -- however you decide to handle it, do NOT fall into the water: Max will drown instantly. Head toward the warehouse and shoot the padlock on the gate and grab the goodies inside. OK, now what? The overhead door won't open and we can't use the rowboat. See the semi trailer parked behind the fence and the CAUTION SIGNS posted on the walls? Shoot the wheel block and watch the trailer roll and crash into the raised bridge. As you return across the barge, two thugs appear from the left in Aisle 1 (don't fall in the water while dodging them), then get ready for two more at the far end of Aisle 1. Stay in the alley and get the first one's attention and wait for him to round the corner. Ditto for the second. Yet another is hiding in the alley leading to the bridge. When you step onto the collapsed half of the bridge, a goon opens the door just beyond the AUTOMATED BRIDGES sign to the right. Another may appear from the warehouse door at the end of the alley. Go through the near door into the office and look at the surveillance monitor to the right of the first aid cabinet. Press the button by the door and grab the supplies in the small storage room, then cap the thug entering the office as you leave. Finally, head for the distant door and the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part II: A Cold Day in Hell Chapter Three: With Rats and Oily Water Ahead in the warehouse are stacks of bundled cardboard cartons. Beyond, high atop a shipping container, is a sentry with his back to you and the moment you take a step he turns around and starts firing. Ignore him for the moment, dash around the right side of the bundled cartons, and dive to whack a goon who approaches from the corridor behind the cartons. (Don't dive down the corridor; otherwise the sentry will hit you.) Continue to the other side of the warehouse and grab all the supplies off the shelves. Now were gonna do some fancy shootin' with -- YES! -- the sniper rifle.* Peek through the narrow opening between the gray shipping container and the steel column at the thug down at the far end under the ramp to the catwalk. Step into the breach, zoom the scope to maximum, nudge to the right so that the muzzle of his weapon is hidden behind the edge of the crate, and squeeze the trigger. Woohoo! The sentry's next. Walk to the narrow opening between the stacked wooden crates and the red shipping containers and locate his head. When he sees you he'll start firing, but his gun is too low to cause any damage. Zoom the scope and if he crouches, wait until his head pops up again, then let him have it between the eyes. Whee! *Note: The sniper rifle is deadly accurate, but using the scope to shoot through very narrow slits can be tricky. If you don't hit the target with the first shot, notice the hole of the slug, make adjustments, then fire another round. Also, you'll find that the wavering of the scope's cross hairs is reduced when shooting from a crouched position. Go back and take a look at the corridor behind the bundled cartons. When you enter, two goons appear -- one behind the shelving ahead, then another on the cross catwalk above it. Choose a strategy -- rush in guns a-blazin' (the one on the catwalk throws a grenade, but it falls well behind you) or retreat and take them out individually. Snipe Mr. Catwalk from behind the pillar closest to the forklift, then move in with something more conventional for Mr. Shelving. As you pass the dark end of the red shipping container toward the open area under the long catwalk, dash back for cover when you hear the clink of a grenade. Head out into the open area and run around the stacked crates to the left and whack the thug behind the column ahead, then take cover from another who has run up onto the catwalk. Catch your breath and hook around to the left at the end of the building, find the shelves, and stock up on supplies. (The shelves are on the same wall as you entered the warehouse. Too bad there's no vending machine on this end.) Snipe the thug on the catwalk across the warehouse, but do it quickly -- he can hit you through the space between the shipping containers and the column. Crouch behind the container, zoom the scope, inch to the right, and let him have it before he sees you and starts firing. Head up the ramp to the catwalk, smoke the goon who comes out the door to the left of the obstructing crate, then make your way around the catwalk. The tallest red shipping container (the only one stacked three high) is open at both ends, so if you need shotguns or painkillers, you can reach it from the crates stacked four high. Proceed to the end of the catwalk, bump open the door, and step away. Outside, beyond a small platform high above the huge well-lit shipping yard, an enormous container lift on rails roars to life and lumbers toward the warehouse. When it stops, dive through the door, kill the operator and hop on. (Good -- more sniper ammo -- we'll be doing some serious sniping from up here.) Four levers mounted on consoles control the direction, so put it in gear and let's get this thing moving. When it stops at the rail intersection, shoot the guard in the tower far ahead and to the right of the tracks, then turn your attention and rifle to the other in the tower to the left (right of the crane). Rumble toward the crane and the waterfront, and when the lift stops, shoot both guards in the towers at either end of the rails. Send the lift toward the near tower by the warehouse you just vacated, and as you hop onto the tower, get ready to shoot three goons down on the rails between the two intersections. Before you move down to the far tower, collect the painkillers and sniper rifle -- if necessary, reload to make room for the new ammo. Same thing happens when you hop onto the far tower -- two goons fire from the intersection rails. They're close enough to do some damage, so go to work quickly. Grab the guard's stuff and move the lift around to the last accessible guard tower. Again, two more thugs run out and take up positions in front of and on either side of the container lying on the rails. Before you head through the door of the building, make sure you have all the sniper rifle ammo you can carry -- there should be five rounds in the clip plus fifteen more in your pocket. Put the rifle away and choose something suitable for medium range. Bust through the door into the warehouse, run down the catwalk to the left, drop down onto the crates at the end, then drop to the floor. There's no advantage up there -- Max is a sitting duck. Stay behind the crates and cap the first fool that attacks, then the second. Two more run out from left to right across the far catwalk, so run down your side of the building and wait for them to come down the ramp, then whack 'em one-at-a-time as they cross over. Help yourself to some refreshments in the corner. In the opposite corner is a fenced-off room with a locked gate. Sneak up on the goon inside and shoot him through the wire mesh, then run up the ramp behind you and down to the far end of the catwalk. As you approach the door, another runs out. Go into the small room and look out the window at the ship you've been searching for -- the Charon. Cap the unsuspecting thug on board directly ahead, then press the button by the door to unlock the gate, and get ready to for two more goons coming down the catwalk. Don't wait in the room -- as soon as the cut scene is over, bolt down the catwalk and dive at the first one, ditto for the second. Return to the fenced-off room, grab stuff you need, and get ready to set sail. Kick open the door and meet two thugs patrolling the dock to the left -- they'll chase you back through the warehouse if both see you. Regardless, one comes in. If you run out and smoke them where they stand, be careful not to slide off into the East River -- it's a long swim to Manhattan. Head up the gangplank and as you set foot in the ship, get ready for a thug making an appearance from behind the stacked red shipping containers to the left. (If you hadn't already killed the one by the door to the bridge, you could have climbed up the cables of the crane and taken him out from there.) A crazed thug fires ahead from the port side of the bridge deck as you step into the shadow of the containers and another appears from the corridor to the left as you round the corner. Grab the goodies on the crate on the starboard side, then head up the ramp to the bridge, wax the goon inside, and answer the phone. Or are you still itching to use that sniper rifle? If so, don't kill the goon on the bridge, just activate him first by walking up either ramp and noticing that he's there. Head back to the crane, face the stern, jump up and carefully climb the right cable (it's slippery) and check though the scope until you see his head and shoulders through the window. Pow! Back on the bridge, open the door and step aside and the sailor down below may blow himself up with a grenade -- shoot him if he doesn't, then jump down the stairs and shoot another to the left. There's a third on the landing below, then take out two more at the bottom with a grenade. When you open the door on the right, Boris Dime stands at the far end of the engine room. Spray him and the wall behind him with bullets to ignite the propane tanks, then toss a grenade just beyond the boiler to kill the three mates. Max is quite vulnerable standing in the doorway, so it's best to step sideways to the right, up the stairs, between shots. Boris lobs a Molotov cocktail and fires a sawed-off shotgun. When you kill the mates, he'll come after you -- shoot him repeatedly with the sniper rifle, no scope necessary. It takes about four well-placed slugs to bring him down. Getting low on painkillers? Wondering how far he'll chase you? To the bridge. Yes, you can take out Boris from the crane just like the others. Locate his head and put a few sniper rifle slugs through it. If he stands near the door so that his vision of the bow is blocked, you're home free. Again, be careful up there -- climb a single cable until you get near the top where the footing becomes more stable. When Boris is down, return to the engine room, head for the far right corner, and open the door -- Vladimir was telling the truth. Collect all the loot -- Colt Commandos complete your arsenal -- and return to the stairway and the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part II: A Cold Day in Hell Chapter Four: Put Out My Fires With Gasoline Max has been double-crossed -- Punchinello's restaurant is booby-trapped. Trip wires set off a series of explosions and the place is engulfed in flames. It's all or nothing. One wrong move, one hesitation and Max's goose is cooked. No shoot-dodge or bullet-time here, nothin' fancy. Stay focused, keep moving, run the shortest line between two points... and don't look back. You want to go through the barely visible double doors on the opposite wall of the luncheon room, beyond and to the right of the dimly lit lunch counter. Take a deep breath, then run to the right, turn left down the aisle between the booths, and head for the doors. Run through the kitchen aiming for another set of double doors on the left side of the opposite wall. Turn right in the storage room and head down the aisle between the first and second racks of shelving (the columns will be on your right) to the door on the far wall in the right corner. The room bursts into flames and the shelving begins to fall domino-style, but just concentrate on making it to the door. Burst through the door, turn right, and run down the middle of the burning hallway then left through the inferno into the first ornate dining area. Keep to the middle of the room and head toward the hallway on the opposite wall. Turn left in the hallway, then right into the second dining room hugging the wall on your left as an explosion rocks the foundation. Run straight ahead along the wall and execute a single well-timed jump over the low tables and continue to the staircase at the other end of the room. Take a left up the stairs, a right on the landing, another right up the rest of the stairs, run almost to the end of the hallway and barge through the door on the left, then head diagonally through the exploding office to another door in the far corner. Turn right and hug the right wall of a short tiled hallway as it ignites and tall pastry carts topple. As you approach the left turn into a pantry, avoid the extended part of the industrial-sized ductwork in the corner directly ahead as an exploding propane tank knocks over more pastry carts. Cut the corner with a diagonal jump to the left, then immediately jump over the flaming pastry carts to the double doors directly ahead on the near wall and burst into another kitchen. The good news is that the kitchen is not on fire. The bad news is that there's a goon at the other end. You can fry his butt two ways -- the usual, or dive left to the end of the island counter and shoot the valve of the propane tank lying on its side which explodes at the top of the stairwell where the goon is hiding. Then relax (no more fire), have a look around, and pick up supplies. See the dumbwaiter in the corner to the right of the stairwell? Two more goons are in the basement patiently waiting for their now deceased friend to finish tossing a salad. Make them a treat they won't forget and toss a grenade in the dumbwaiter. Head to the far right corner to the basement and jump through the trapdoor into the sewer. Three thugs are waiting on the catwalk to the left, with two more behind them. If you're not already wet, get down into the water and continue through the sewer and smoke two more at the next turn, then two more guarding the stairs. Go up the stairs and through the door to the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part II: A Cold Day in Hell Chapter Five: Angel of Death You're in Angelo Punchinello's manor at the top of the stairs leading to the cellar. Go down and through the door on the left and examine the body. Shoot the gas cans to dispatch the first thug coming though the other doorway. (Painkillers are in a box on the shelf opposite the doorway.) Then dive into the concrete passageway and take care of the other two. At the end of the corridor is a door to a small room containing a thug and more painkillers. As you enter the boiler room a thug sprays his Ingram and a braggart with a shotgun announces he's comin' to get ya! Make him real sorry. Beyond the boiler on the left, opposite the shelves, is a wine cellar with two goons on the left. Dive in sideways and cap 'em. Make for the stairs and through the door into the kitchen. A henchman announces your arrival and flees through the door. Pick up supplies, read Mrs. Punchinello's tarot cards, and follow him into the dining room. Pilate "Big Brother" Providence and two of his two bodyguards are waiting behind an overturned table. It's all shoot-dodge in here. Take out Providence, center, first. Gotta love that Colt Commando. Hearing the commotion, two more thugs run in from the kitchen. No sweat. Head back to the kitchen, side-dive through the other door into the Display room, and shoot the goon hiding behind a display case to the left. Someone up on the far balcony fires a single wild shot and flees. There's plenty of time to line up a move to drill the third guy on the balcony directly above the first goon. On to the Music room where a thug is hiding behind the large potted plant to the left, about the middle of the wall. Plant some large caliber lead in his heart so he doesn't damage the piano, then stroll over and play a few bars of the Max Payne theme. Here's the deal. One of the two goons hiding behind the bar in the far left corner of the next room tosses a grenade. If you open the double doors and quickly sidestep against the wall out of their view, the grenade goes off harmlessly in the Bar room. One of the goons then rushes through the door. If the other doesn't follow, he'll be in the far right corner. Either way it's any easy kill. The next set of double doors leads to the manor's ornate foyer and a thug is standing atop one of the massive fluted newel posts on the far side of the grand staircase's landing. Run in and duck for cover to the right. A second thug hiding on the other side of the staircase eventually ascends to take up a position on the balcony to the left of the first. You might be able to pop him on the way up, but he's quick and throws a grenade. Simply run a wide arc around the front of the stairs and duck out of sight under the far balcony. (Apparently the two have been drinking with their buddies in the previous room and can't hit the side of a barn.) Pick off the first baddie with a sideways dive toward the front of the room, then walk back directly under the second and terminate him with a backwards dive. Yes, gotta love that Colt Commando. Run up the stairs and head to the door directly over the one from which you entered the foyer. Inside is Joe "Deadpan" Salem and a couple of bodyguards spread out across the wall to the right. Try to get between them so they get caught in the crossfire. Leaving this room alive requires lots of fancy footwork and painkillers and many Max's died taking these guys out. Two down, one to go. There's another bottle of pills in the small table against the wall. As you open the door to exit this room, a thug runs back through the door on the opposite balcony announcing your presence. So let's give Max a break -- he's riddled with holes and groggy from the pills. The yonder door remains open long enough to cap the loudmouth with a few well- placed rounds from the Colt Commando. One less goon to deal with up close. Run around the balconies to the locked door and eavesdrop on their plan: to end your career with an M- 79 grenade launcher. Take a few steps to the right to avoid the blast and then take your pick. You can dive into the room and nail the guy with the heavy artillery or -- and this is fun -- run back to Joe's door and casually take him out with the scoped sniper rifle. (He'll blast away when he sees you but his grenades keep hitting his balcony railing.) Either way, proceed into the room and blow the nose of the sissy hiding behind the bed to the left. Grab the M-79 and the ammo, dive into the bathroom, and give the wimp a blood bath. Before grabbing the painkillers from the first aid cabinet, waste the guy who rushes in from the opposite door. Go into the next room, examine the female body on the bed, then answer the phone. When you open the door to the right of the phone, you'll be greeted by Vince Mugnaio across on a balcony on the other side of the room. He's going to retreat through the door in the far right corner to join his two bodyguards. Divided they fall, so take out Vince now. A full clip from the Colt Commando or three rounds from the sniper rifle will do the trick. When he's down, head into the room and finish off the others. Both shotgun-toting goons are positioned at the right wall -- the first in the near corner, the other about two-thirds the way down. The Trio's boss, Punchinello, is in the next room unarmed and tries to bargain his way out of the predicament. Three men in black suits and Colt Commandos come rushing in -- Max has his hands full again. Forget about Punchinello. Concentrate on the men in black and when they're no longer moving, you'll move on to the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * P A R T III * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Prologue With a Valkyr-soaked brain, Max floats through another drug-induced psychosis. On the Trail of Blood, jump down to the trail to the right, continue, and jump to the trail straight ahead -- there's nowhere else to go. The unbroken trail turns to the right - - take it. The next junction consists of a broken trail straight ahead, one down to the left, and one directly below to the right. Angle to the right and walk off and land on the trail below. Remember, things are not as they appear -- Max will overshoot if he tries simply to walk off and land on the bloody splatter. Proceed and jump to the right -- there's nowhere else to go. At the next junction, jump straight ahead -- you can see the baby's crib to your right. Jump to the candlelit platform and walk to the crib. Max encounters the murderer of his wife and child in their bedroom. Shoot him in spite of what your eyes tell you. Chapter One: Take Me To Cold Steel Max finds himself on a small platform on the roof of the Cold Steel Mill. Smash the glass skylight and jump down onto the crates. From the safety of this room, shoot any of the three laser-triggered bombs and head into the room beyond. Grab the gear and listen to the weather forecast. The next door leads to a catwalk above a warehouse. Below on the floor, two masked goons are patrolling. Run to the right and shoot the first with the Beretta, then shoot the barrels as the second begins to run up the ramp. Finish him off with a shot or two. Before heading down to the floor, grab the Colt Commando and ammo from the rack at the far end of the catwalk. Head down the ramp and check for supplies in the Cold Steel shipping containers. A third goon is in the one opposite the office door. As you enter the office, your presence is announced on the intercom and yet another goon comes to investigate. Press the switch to open the overhead door in the corner diagonally from the ramp. Smoke the first thug as another rushes in behind him. Ignore the booby-trap in the small room beyond. Instead, head through the door at a forty-five degree angle, walk to the center of the room near the laser tripwire, and then back out as fast as you can (a backward roll helps). You'll know if you've walked in far enough if you hear a grenade clinking on the floor. After the explosion, cut down the masked goon who rushes out a few seconds later. Head on in, go through the door with the square opening, and get ready to battle three more guys in the smelting room through the far overhead door. Two are directly ahead on the control platform -- take out the first, then the second who will also lob a grenade. Rush up the ramp to the immediate left (the steel I-beams provide protection) and finish off the third up on the catwalk. Grab the painkillers from the first aid cabinet before heading back down, then take their stuff from the control platform and from a second one behind the molten crucible. Open the next overhead door and make your way to the other side of the room by walking the handrail and jumping the mounds of slag in the molten pit. Grab the supplies and as you jump on the first crate to return to the smelting room, the same overhead door opens revealing a masked goon. You can wait until the door goes down, climb over the crates, open the door again and waste him. Or if you want to be sporting about it, continue over the crates and give him a fair fight. Turn right and head over to the door opposite the second control platform. Toss a grenade (or shoot it out -- your choice) through the door and take out two thugs and a booby-trap. Grab the goods -- there's a shotgun in the cabinet in the supply crib. Get ready to go through the door on the left into a large room divided by molten sluices. There's a thug on a catwalk in the middle of the left wall and another thug who runs from left to right across the back wall of the room and throws a grenade, then hides behind crates. Run into the room and pause a moment while the thug with the grenade tries to get into position, then run and dive to the left about halfway across the floor and take out the thug on the catwalk. Retrace your steps to the near steel column, then run and shoot and dive for cover behind the crates against the right wall. If the thug doesn't go down on the first pass, line up just behind the steel column to the left for cover and dive and shoot again. If all goes well, he'll be dead and a stray bullet will not have hit the explosive barrel (comes in handy shortly) behind you. Head up the catwalk stairs, activate the retractable walkway to the other side, and as you step onto it a third thug appears through the door from the previous room. Detonate the barrel, continue across the catwalk and down the other side, and run toward the other side of the room. A fourth -- we'll call him Easy Pickins -- comes running down a long open ramp. Don't forget the ammo on the crate. Run up the ramp and across the expanded metal balcony, go through the far door into a long hallway, and a masked goon comes around the corner from the opposite end to greet you. Two of his buddies wait just around each corner. Proceed through the door into a long storage area, turn left, dive and take out a thug in front of the dim crates, then smoke the other (he doesn't know what hits him) who runs up and stands on the crates to the left. Head up the short flight of wooden stairs, through the door, down the hallway, and pause at the window opening on the left, just out of sight of the two thugs inside. When they're done talking, they'll come running out the door. Backward-dive and shoot the first; forward dive and shoot the second. Go into their room, take their stuff, and listen in on the walkie-talkie (let's hope their buddies weren't listening in on their conversation). Then make for the door at the end of the hallway and the end of the chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Chapter Two: Hidden Truths Max is standing in a small supply room within the Cold Steel Mill. There's an office ahead and as soon as you move forward, a masked goon comes bursting through the other door to the left. Dive into the corner to the right of the office door, take out the first, then smoke the second in the office. Read the notes, grab the supplies, then dive through the other door and pump the third. If you're low on painkillers, there's more in the small crate. Shoot the booby-trap and uh-oh, the steam pipe is punctured. No problem -- turn the valve. Go through the next door onto a high catwalk and mow down a thug running on the catwalk across to the right. A bomb explodes below destroying a low bridge over the conveyors while another thug down on the floor comes running in from the right. Continue to the other end of the catwalk, go into the next room, toss a grenade (run back out onto the catwalk until after the explosion) to detonate the booby- traps and barrels, then go back, pick up the fresh grenade, and bump open the door leading to the other catwalk then stand back. A third thug appears on the first catwalk where you entered the conveyor room. Run back to the previous door, dive through at an angle onto the catwalk, and pry the Colt from his lifeless fingers. Make your way across both catwalks to the last door, open it, stand back as far as you can and shoot the booby-trap. (Use a grenade if you're in the mood.) Oh no -- two more busted steam pipes and no valve. Time your move to get past the first steam jet. See the Ingram on the floor just beyond the second? If it looks too easy, you're right. Time a dive and take out the thug around the corner waiting for you to pick up the bait. Through the window bars, shoot the arcing switch in the small room to open the door, then hop over the railing and go in and shut off the steam. And how about that shelf full of goodies! "My health is good," Max must be thinking. "And I'm tired, really tired. I got all these extra painkillers so why don't I..." Don't even think it, Max. The now-accessible door is booby-trapped. Opening it sets off a chain of explosions on the upper floor of the large room beyond, so open it and step back. (Adventuresome? Rush in and dance around avoiding them -- the barrels go off in succession from far to near and blow gaping holes in the expanded metal floor.) When the dust settles, a masked goon starts shooting from a control room window diagonally across the large room. Hug the wall to the right and run, avoiding the holes, for the other side of the room. Walk over behind the cover of the red crates near the window, dive toward the railing, and smoke him. Use the crate on the forklift to get down to the main floor. Head for the stairs to the catwalk over the conveyors, extend the retractable bridge, then run across and dive and blast the goon emerging from the back of the shipping container to your left. Take his gear, shoot the barrels on the forklift, and kick open the newly accessible door. Startled, the goon in the next small room blows himself up while rigging a booby-trap. His buddy rushes in and bursts through the door straight into your line of fire. There's a first aid cabinet in there if you need anything. Head on through and kick the door on the right. Another explosion rocks the foundation. Jeez, these guys are a bunch of idiots. Stay put and one of the idiots tries to bang his way through the door you're blocking. Fade backward and put him out of his misery. Now don't get too cocky. Inside and across the room is a guy up on a catwalk at two o'clock and he throws a grenade as soon as you walk in. Rush in and fire while running sideways to the right along the wire mesh conveyor cage. When he's down, hop up on the cage (or run down to the other end and climb up on the crates). When you jump to the damaged ramp and run up to the catwalk, another guy emerges from the door at the top. Not too difficult. Turn around and note the shelves in the far corner. The stack of crates to the right blocks the catwalk, so use the I-beams. After a few steps another hapless soul bursts in through the door below: he's no match for Max "Flying Wallenda" Payne. Get the goodies and head back to the door at the top of the broken ramp. At the left end of the small room ahead, a pair of thugs start shooting from behind a wire mesh screen. Rush the door and dive behind the crates. Dive back and forth between the cover of the crates and the door or just lob a grenade over the crates. Walk through the next door into the control room (you've already killed the guy in here), take his supplies, and take a look at the surveillance monitor. Kill the unsuspecting fool about to storm the control room. Head out and around to the right, run through the door and to the railing of the balcony. Shoot the hooded thug below on the warehouse floor as he tries to run up the short flight of stairs to the control platform. Immediately dive to the right and shoot the second one in the middle of the floor. If he doesn't go down, try another pass. (Or, from the cover of the steel column, carom a grenade off the yellow crane girder.) Head down the ramp in the far left corner and collect goodies from the shipping container under the ramp. Move on to the control platform, check the cabinets and... what's this? A sign DO NOT OPERATE CRANE WHEN DOORS ARE CLOSED. Operate the crane and watch it smash the overhead door. Yup. Crouch on the single steel slab in the middle of the floor and shoot out a portion of the cracked overhead door. Keep shooting and nail the goon in the shipping room next to the pallet of yellow concrete bags. A second runs to the right of the opening, just out of sight. Dive through and make him wish he'd stayed home. Kick open the door behind the pallet, step back, and shoot the booby-trap. Side-dive through the door and mow down the thug to the left. Oh look at this -- a bounty of pills and guns... and not enough pockets. Walk over to the remaining door and kick it open. Whew! -- a bank of blast furnaces. The place isn't as dangerous as it appears. Step into the corner to the left and shoot the booby-trap. Here's the plan: hop into the rail cart and press the lever in the front. It starts to roll. As soon as it hits and clears the hot obstruction on the track, jump out the rear and go back to the corner to watch. As it reaches the other end, the overhead door down there opens and a pair of thugs -- idiots really -- start firing. The cart squashes the one in the middle of the tracks. When the overhead door closes, make your way on foot, avoiding the two hot spots on the track. Don't forget to shoot the other booby-trap and don't try to pick up the sniper rifle, at least not yet. Press the switch in the left corner to open the overhead door and wait for it to start closing before diving sideways to the right (the idea is to remain in the blast furnace room) to take out the second thug waiting directly beyond the switch. Open the overhead door again and run for cover behind the unused carts on the far wall. Crouch down facing the second overhead door that begins to open as soon as you set foot in here. Another cart filled with molten steel and a large hot ingot rolls in and crashes into your cart. After the explosion, move a couple of steps (still crouched) to your left and shoot the barrel behind the third thug. Three down, one to go. He's on the control platform to the right. When the second overhead door closes, walk over and press the button on the left (take care not to touch to flaming cart), dive in and finish him off. Simple. (By the way, had you not killed the second thug, judging by the position of the carcass there's a good possibility the second cart would have squashed him too. Idiots.) Collect the loot and pull the EMERGENCY SHUT OFF VALVE lever so you can go back into the blast furnace room and retrieve the sniper rifle. Dive through the remaining door in the cart collision room and cap the first masked goon hiding behind the toppled shelving. Another rushes in. Detonate the booby-traps and get ready for the next room. Another conveyor room. The bad news is it contains four thugs. The good news is that two of them are dead. (Have we been here before or are they really idiots?) Now you could shoot it out with them, but to leave without a scratch... Run through the door, head to the left, and dive for the cover of the crates in the corner. (It's OK to stand up as long as Max's nose is pressed up against the crates.) Inch to the right as far as possible without exposing yourself to the thug on the broken bridge over the conveyors. Step backward against the wall and drill the thug on the catwalk. Switch to the M79, dive sideways to the right, and plant a grenade on the second story rear wall that extends out behind and above the thug on the bridge -- there's a convenient vertical tie beam to aim for. (If you miss, you'll have the bridge stairs for cover.) Mount the stairs and line up a jump over the conveyors to the jutting stringer beam on the left. Open the overhead door and a masked thug ahead throws a grenade. Run to the cover of the wall to the left of the door, wait for the detonation, then dive in and waste him. Call the D-6 elevator and battle a couple of masked goons up close when the door opens. Or stroll back to the corner opposite the overhead door button and take 'em out with the M79. Get in the elevator and descend into the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Chapter Three: The Deep Six The elevator disgorges Max in the bowels of the Cold Steel Mill -- the secret Valkyr manufacturing facility about to self-destruct. After their squabble, the boys in suits start firing through the glass doors of the elevator lock, so dodge back and forth between the cover of the crates. Go through the door marked PROCESSING, shoot the thug to the left who's back is turned, then shoot the valve of the horizontal propane bottle atop the red boxes to his left to finish off his two buddies as they try to flee. Marvel at the bubbling Valkyr vats, then exit through the door marked TEST FACILITIES. (Break those annoying sirens as you go.) Keep heading to the right through the security locks and find and examine the CELL ACCESS security panel, then double back and head through the doors marked LABORATORIES. Stop at the three active control panels, read the one marked 665 and now that you have the code number, double back and activate the CELL ACCESS panel -- the doors marked BLOCK-B open. Before you hop in the elevator and descend to the BLOCK-B detention cells, stock up on painkillers in the small storage room to the left of the dead lab technician. The only warm bodies down here are a drugged test subject in cell B1 and the scientist in B7 you heard about in the previous chapter. Free the impatient man of science (whom you need to get through the decontamination chamber lock) and hop into the BLOCK-A elevator with him. Let your conscience be your guide regarding the poor soul in B1. Your companion takes you up to the familiar previous floor. Be prepared to take down two masked goons who want to spoil the party. If they kill the scientist, the party's over. Follow him back through the LABORATORIES door to the three active panels. (Don't worry if he's lost you -- the guy is very impatient -- he'll be hard at work tapping on the keyboard of the Airlock Access panel.) Do as he says and get in the decontamination chamber. After he activates the door on the other side of the airlock, he flees and is gunned down -- not your fault. As you step out into the next room with a small steam leak, notice the large glass window behind and to the left. When you approach, two thugs chase down another technician. There's nothing you can do to help and you'll get yourself killed if you stand there and watch. Run into the next room with the massive steam leak and head straight for the white cabinets. Hop up onto the counter and cross over out of harm's way. Head to the elevator door marked LABORATORIES 2, get in, and press the button. The Laboratory is booby-trapped with a tangle of laser tripwires. Use several grenades or shoot them out individually. The only dangerous one is at the right of the elevator doors, but if you stand blocking the left door from closing then time a backward move into the elevator and shoot, you won't get hurt. Activate the computer monitor ahead and learn the terrible truth about Project Valhalla, then head for the elevator door marked STORAGE. After the ride down, enter the room where the two thugs executed the technician and use the control panel to activate another decontamination chamber. Get in and prepare for the dispassionate female voice to announce a thirty-second countdown. Step back into the corner of the chamber and shoot the booby-trap through the window. Proceed through the remaining door, head for the elevator marked SURFACE STORAGE, get in and press the button, and enjoy the ride topside to the next chapter... Oh, and one more thing -- don't stand on the grate. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Chapter Four: Backstabbing Bastard Max finds himself on the roof of a five-level parking garage and a black van tries to run him over. He's been double-crossed by a former colleague named B.B (looks like the same guy who shot Alex at the beginning of this caper). Smoke the two goons as they come running or shoot the gray barrel by the dumpster as one of them passes. Two more thugs in overcoats approach from the opposite corner. Head in their direction toward the sign PARK and a goon appears at the bottom of the ramp. As you run down the ramp, another thug appears from the right. Take his dual Ingrams and dive for cover to the left of the crates. Eliminate two more goons in the parking area beyond the gate. As you step through the gate of Level 5 of the garage (moving clockwise), the black van screeches in the far corner and a thug rushes up. Use the cover of the concrete support columns to cap the other one standing behind the parked white sedan. As you near the PARK sign next to the car, shoot the goon running out from behind the yellow guardrail ahead and to the left, then dive sideways to the left and wax his pal along the right wall. Ahead is the ramp down to Level 4 and the idling van. Racing down with guns blazing is not advisable. A thug crouched behind the vehicle opens fire, the van backs up as gunmen inside let loose with automatic weapons, a hapless motorist coming from the other direction gets caught in the hail and crashes into the wall, and the van speeds off. So duck around the corner and watch. After the fiery explosion, shoot the lone thug running up the ramp. Grab the supplies on the crates behind the yellow guardrail, then head down the ramp and peek around the corner -- the black van again. When you step out, it speeds off to the right and two goons (the one on the right has a grenade) position themselves beyond the next gate on either side. Pick them off. When you venture into the Level 4 parking area, steer clear of the white sedan on the right. A barrage of gunfire from the van sends it into flames and another goon comes running from behind the far concrete column. No problem. A fourth goon is waiting to the left of the brown sedan. Take your pick. Grab the goodies from the back of the parked white van. As you approach the gates to the next ramp, a pair of thugs -- they seem to know who you are -- appear down and to the left. A bit more challenging. As you head down the ramp to Level 3, a thug steps out at the bottom. Thud. At the bottom, clockwise, a goon with a lot of firepower waits behind the locked gate and the black van at the far end screeches away. Do some fancy footwork, shoot the lock, briefly stick your head in the parking area, and the van peals off to the left in a hail of bullets. Was that a black Mercedes in front? The short route through this floor has been fenced off and beyond is a thug with a shotgun. Simply run sideways along the fence firing at him. (If you dive, the rounds hit the sawhorse.) Run around the other fence behind you and take the fallen goon's Ingrams and ammo -- you're gonna need it. Around the next corner is a thug with three more on the way. Dive toward the concrete column with Ingrams blazing, then use the column and the green van as cover to finish off the others. Look at them - - they're all smoking. Haven't they heard about the Surgeon General's warning? But wait, there's more. The next corner reveals a thug by the parked SUV and another beyond, so don't head to the alcove for the first aid cabinet yet. Dive for the cover of the first concrete column and cap them both. Just when you think it's safe, three more goons come a-hollerin'. Shoot it out right then and there or run back around the corner and mow 'em down one at a time. If you need painkillers, you know where to find them. Continue clockwise, check out the supply closet, listen to the news bulletin on the radio, and grab more goodies. A goon at the top of the ramp leading down to Level 2 parking makes his move as you approach, and another at the bottom runs up to help. Help them both to an early retirement. Run down to the bottom of the ramp and watch the fireworks. Two thugs shoot from a distance as the black van, on fire, turns and runs over them, then crashes and overturns at the far end of the garage. Must've been that unintended acceleration thing. There are still a few live ones. As you head into the parking area, a goon by the burning van at the far end starts to shoot and another advances from the right. You pick the place and time -- they'll even follow you back up the ramp onto Level 3 parking. Around the corner a goon is hiding behind the white sedan parked on the right (they all look like '65 Chevy Novas from the front). Run to the cover of the column, sneak up to the next one, and waste him. Take a few more steps and two more will join the fray, one from the left near the lavender sedan and the other from the right. They too will follow -- how far is anyone's guess -- so choose your favorite tactic. If you run to the other white sedan and peek around the concrete column, you'll see another thug near the yellow guardrail opposite the entrance to the ramp down to Level 1 parking. He's been ordered to remain at his position, so we're gonna send a sniper rifle slug his way shortly. Run down to and around the back of the smoldering black van, open the back door of the silver van, and take whatever you need. Run straight past the near lavender sedan and buttonhook left around the back of the concrete column by the alcove. The goon at the far end sees you, but chances of him scoring a hit at that distance are slim. Load the sniper rifle, crouch and step into the narrow opening between the column and the wall, zoom the scope and let her rip. As you reach the bottom of the ramp to Level 1, catch a glimpse of the mysterious black car speeding off at the far end of the garage. Don't linger -- you've attracted the attention of three goons but only one follows. Take out the energetic one on the ramp, then return, crouch behind the stacked barrels, dive backward, and nail number two on the left before he knows what hit him. The third goon standing behind the concrete column beyond the portion of the closed gate seems oblivious. Run into the alcove behind the yellow guardrail, get out the sniper rifle (a well-placed shot with the Desert Eagle or Colt works) and pop him between the eyes. Before going through the gate, detonate the gray barrel in front of the brown sedan. The route beyond has been fenced, so you have only one way to go. Move out into the parking area and witness two vehicles crash head-on to the right. B.B. is comin' for ya. In the meantime, the gate closes behind you and a thug by the front of the lavender sedan tosses a grenade. Duck behind the column and stacked dumpsters, then immediately run out and cap him by diving for the back of the sedan -- you're gonna need the cover because another dude with some new heavy artillery appears from around the right corner. Dive over the trunk and waste him before he has a chance to pull the trigger, then take his Jackhammer. There it is! -- the garage door out of this hellhole, but damn, the attendant is nowhere to be seen and you don't have your credit cards. Make the best of it -- go in the office and get a can of soda. As you pass the burning vehicles and approach the brown sedan, a trio of goons arrives one after the other from around the left corner ahead. As soon as the first one appears, dive back and forth between the cover of the concrete column and the back of the green van. Take their stuff and as you walk past the front of the van, B.B. who is down at the far end by the white sedan flings a grenade that falls short, then starts shooting. Take cover by taking a few steps back. You can take B.B. out from here with three rounds from the M79 by standing in the parking space to the right of the brown sedan (the brown sedan is to your left, the green van is straight ahead and the concrete column is ahead and to your right). But it's risky -- you'll be firing grenades no more than a foot over the hood of the van and if one hits the hood, it's curtains. The sniper rifle also works from the same spot. If you line up the shot so that all you see is his head through the scope, he'll keep shooting but nothing hits you. Here's the dilemma: if you kill B.B. now, you won't get to hear him out. If you decide you want to hear what he has to say, run over to alcove, then head up along the wall. When you reach the crates, the bastard talks. Heard enough of his taunts? Run after him and keep your finger on the Jackhammer trigger. He'll throw a grenade or two, but they're easy to dodge. Want to hear more? Let him go and he'll eventually reappear behind you. A word of caution -- this kid is tough, he grew up in the Bronx. Once he's down, the pay phone rings. Answer it and connect with the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Chapter Five: In the Land of the Blind Max has narrowly escaped another double-cross and finds himself outside in the courtyard of Brooklyn's venerable Asgard Building. Head diagonally across the courtyard and go down the cellar steps. Shoot the laser booby-trap and prepare for a masked goon to enter from the right in front of the barred door. Take out two more goons as you make your way through the stone passageway, then head up the stairs, go through the door, and take a few steps to the right. Notice the laser scanning the chamber ahead. It's best to ignore the thug up on the balcony, so run straight ahead, go through the door on the right with the active keypad and enter the surveillance room. Take out the two goons who barge through the door on the left, then activate the main surveillance monitor and discover the truth about Alfred Woden. Continue out into the hallway and prepare for a thug at the other end. Enter the door of the lighted center hallway and dive under a Molotov cocktail being served your way, flame the baddie and then another who joins the party. Shaken but not stirred, proceed into the first floor elevator lobby and smoke the thug coming down the stairs on the right. Cap another at the second stair landing and prepare for a third who tosses a grenade from the elevator beyond (3). Head for the stairs to the third floor elevator lobby, avoid the grenade bouncing down as you approach, then eliminate the scumbag who follows. Head on up and go through the double doors to the left. Lob a grenade over the cubicle partition to the left to detonate the booby-trap. Beyond, a goon lurks behind the short partition and pushes it over as you approach. (There's a first aid cabinet to the right where you entered this room.) Listen to the radio report, shoot the booby- traps to the left, and collect the M79 and ammo in the last cubicle. Head back, jump over the low booby-trap, and go through the door marked EXIT. Get the jump on a pair of thugs coming down the hall and head through the last door on the left. Watch the videotape in Woden's first office, read the Aesir blueprints and watch the TV report in the next, then take the ammo from the tall cabinet behind the desk in the last. As you open the door with the active keypad, a goon fires from across a balcony. (He'll chase Max all the way back into the cubicles, but pity he won't venture to the end of the corridor and trip the booby-trap.) Two more thugs are waiting on the balcony directly below. Return the hospitality and offer each of them the cocktail du Molotov, then open the door marked EXIT and offer hot lead to a third running up the stairs. Crouch by the railing overlooking the stairwell, shoot the booby-trap, remain crouched and wait for the next two unsuspecting slobs to run up the stairs. Run down and through the open door, hang a left at the end of the hall and get the Colt Commando by the bench in the balcony to the left. Return to the stair landing and open the far door. Around the corner to the left, two idiots somehow get themselves blown up. When you step onto the balcony, a third approaches from the far end. If you decide to dive in, stay against the wall -- a trigger-happy fourth is on the floor below. Crouch along the wall or run and take the Colt, then continue running counter-clockwise around the balcony (picking up two more Colts from the idiots) and out the same door. Head down the stairs and wax that guy on the main floor. Say, are those metal detectors over there by the exits? The opposite door with the active keypad leads to the basement stairs and two bored goons are down on the second landing discussing their favorite films. If you want to listen in, you can duke it out with them in the small room at the bottom of the stairs. Or, with a well-timed and well-placed grenade, you can take them out where they stand along with the booby-trap. The choices are almost infinite. Run through the basement door and dive for the cover of the crates on the left while firing at the killer suit down the passageway, then shoot-dodge back and forth until he's down. Shoot the booby-traps from a safe distance, then stand in the corner by the locked barred door and shoot the remaining ones. Head through the door on the left into the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Chapter Six: Byzantine Power Game Max learns more about Nicole Horne and finds himself on a small platform at one end of a cavernous file storage room beneath the Asgard Building. A lone killer suit approaches out of sight from the aisle to the right and two more, joined at the hip, from the left. Immediately move down the stairs to the cover of the right concrete column and surprise him when he gets near, then play peek-a-boo with the other two. Read the notes on the table, then trip the laser rigged booby-traps. Watch the left row of massive file cabinets topple domino-style, then take out two masked thugs who appear up on the right side of the catwalk. The door at the other end remains locked, so use the toppled file cabinets to get to the ramp leading to the catwalk. As you reach the top, another thug appears on the far side and runs around to meet you. Continue around and dive through the door to cap yet another waiting at the top of the stairs with a grenade. Before ascending the next stairs, get painkillers from the first aid cabinet to the right of the door marked EXIT. Go up the stairs, head for the library door beyond the vending machine, and prepare to battle at least three agile well-trained masked thugs. When you enter, two slide down ropes from the second story balcony and a third comes running down the aisle straight ahead. Depending how fast you take them all out, the one on the far rope runs around and arms up to three booby-traps -- the charge at the end destroys the stairs and one in the middle of the room knocks over a massive fluted pillar you can use as a ramp to reach the balcony. To get the action over quickly, immediately shoot the near thug as he descends the rope, dive and shoot the one on foot, then attack the third. Lots of possibilities here. When the dust settles, make your way to the balcony and go through the door over the one through which you entered the library. As you head down the hallway, two killer suits emerge one at a time from the far door on the left. Shoot them right through the glass. (There's painkillers and a sniper rifle at the end of the dim hallway.) Open the door to the press room and peek around the corner -- an unsuspecting killer suit emerges from the open double doors to the right and walks along the wall opposite the podium. Smoke him from a distance, ditto for his buddy who comes running out, and get the sniper rifle and ammo on the far chest of drawers. Go through the next set of double doors (opposite the vending machine) into the rotunda and an unsuspecting well- dressed thug strolls toward you from the right. Surprise him then duck for cover behind the wide support wall -- his pal across the balcony starts firing with a sniper rifle. If you don't pursue, he'll come to you from the other direction. Get his rifle, grab the Colt Commando ammo in the far corner, continue clockwise around to the place where you entered, and a gunman on the balcony one floor below starts firing. Walk counterclockwise and stand behind the second fluted column, then inch your way a bit more until he sees you and begins firing again. Here's the cool part -- both he and Max are right handed, so while Max can get a bead on him with the sniper rifle, he's blasting away into the column he's standing behind. Head through the next door marked EXIT, then stop, turn to the right, and let your eyes adjust to the darkness of the staircase. The moment you enter, two masked goons break through the far left skylight and drop down one at a time on a single rope, firing. No problem -- dive down to the landing and shoot 'em in the ass as they descend. (Berettas work fine.) Continue down the stairs and go through the door with the active keypad (a locked gate is to your left). Midway down the hall and to the left is the balcony with the corpse you created a short time ago with the sniper rifle -- another thug waits to toss a couple of grenades. At the end of hall is a locked door and as you approach, a goon on the other side opens it -- he waits a few moments before coming through. Suggested strategy is as follows. Run down and give the finger to the guy across on the balcony so he hurls his grenades, then run back out of harm's way. After the blasts, dive back and forth along the railing as necessary to bring him down. Then venture to the other end of the hall, wait for the goon to come through the door, and waste him. (No need to go in -- it leads to the library.) Hang a left down the short hallway, open -- don't go through -- the EXIT door to the rotunda and quickly step to the right to avoid a hail of bullets. Step back and wait for the assailant to burst through the door. There are two more gunmen firing -- one across the balcony at 9 o'clock and the other one floor up at 12 o'clock. Let's give them a little surprise. Backtrack to the railing from which you flipped off the grenade-tossing thug and locate the guy one floor up across the rotunda -- he's too far away to do any damage. Take him out with the sniper rifle then head on up to his position, moving clockwise around the balcony, and spot the clueless goon partially hidden behind a column on the floor below (you'll be positioned almost on top of the guy who just went down). Stand, don't crouch, zoom in and send a slug though his shoulder into his spine. After Max's hectic airborne antics, there's nothing more satisfying than the patience and precision of the marksman. Don't forget the Colt Commando before you head back down to the middle floor. Run around the balcony and grab all the guns and ammo, then proceed to the EXIT door and continue down the dark stairwell. At the bottom, listen in on the two killer suits' conversation through the open door of the boardroom. Their backs are turned to the doorway, so pop the first from the hallway, then dive in for the other. Smash the laptop and shoot the overhead projector before you go. When you head for the next door marked EXIT, which opens onto the rotunda's main floor, a suit orders his goon platoon to "Shoot to kill". Yeah, right, as if they were trying to stun you up until now. Prepare for a firefight -- you won't have the luxury of sniping them from a safe perch or even retreating through the door. Cock the Colt Commando. Ready, set, go! After the cut scene, run along the wall to your left just past the columns, dive and take out the suit, then scurry back for the cover of the massive dark support leg and the fluted column. Relax for a moment and peek around the column -- there's the silhouette of a thug on the other side of the rotunda, past the base of the fallen obelisk. Peek around the left side of the support -- there's another with Ingrams straight ahead in the shadows and he's as dangerous as a loose queen in a chess game. Take him out next by diving backward and shooting between the support legs. Once he's down, two masked goons swarm in from the lighted front door area. Dive left and take out the first, then dive ahead and to the right, for cover between the support legs, taking out the second. Spin around and dive sideways to the left and nail the guy who has run over here from behind the obelisk and wants to ambush you from behind. Five carcasses in all. The sounds of the city streets are comforting. Take the main doors into the next chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Chapter Seven: Nothing To Lose Frozen with cold revenge, Max stands in the lobby of the Aesir Building thinking of nothing but Nicole Horne. When you pass through a metal detector, three security guards rush in from the far left corridor. They're heavily armed and wearing flak jackets. Get out the M79, run through the right metal detector and straight ahead. Pulverize all three with one shot. The next part is tricky, but if you follow these directions, you'll do fine. Head over to the end of the bank of elevators, turn right, and stand facing the farther column. Be careful not to step out into the large area to your left. Peek around the column and survey the far wall - - three guards with M79s are perched on high catwalks, one centered near the top of the wall and two below him. Study the wall and make a mental note of the position of the uppermost guard. Turn around and, keeping to the left of the benches, make your way to the wall at the end of the corridor -- stay out of the light. Load the sniper rifle and slip around the pilaster that separates the corridor from the larger area, crouch, and when you turn around, keep your eyes on the floor --that's right, don't look up and make eye contact. Stay crouched and as quickly as you can, swing the sniper rifle up, zoom the scope to maximum, and take down the top guard. He'll send one or two blasts your way, but the damage won't be anything a couple of bottles of painkillers won't fix. Relax -- as you can see through the scope, the girders block the view of the other two. Take them out also. As you approach the other end of the building, two killer suits emerge from a sliding door in the far right corner. Play it safe and run back behind the bank of elevators where you can smoke them one at a time. As always, search their carcasses for supplies. Go through the sliding door, turn right, and head for the non-functioning escalator. Shoot the booby-trap, then toss a grenade to the top landing to detonate two more. Run up the escalator, turn around, and wait for a guard to appear at the railing at the top. Another waits at the top of the second escalator, hidden by the column. Shoot the booby- trap higher up. When you reach the top, there's a third guard near the opposite wall, then a fourth appears with a grenade. If you explore the open area ahead and beyond the bank of elevators (there's nothing down there but a nice view of the snowy street), you'll meet another guard as you return, but if you head directly for the next escalator he's nowhere to be seen. Strange. Instead of taking the next flight up, go through the sliding door leading to the lower catwalk where you sniped the two thugs earlier and wax the guard on a balcony to the left before he throws a grenade. Return and shoot the booby-traps on the escalator, then run up, hook around to the left, and waste the killer suit at the end of the hallway. (To the left is the sliding door to the upper catwalk -- help yourself if you need M79 ammo.) Go through the hallway to the right and... what the... a passageway rigged with moving lasers. As soon as you get past the third, a guard appears at the end. When you reach the end, another comes running from the right with a third not far behind. Head for the elevators beyond the corrugated partition, and before you press the button, switch to the M79 if you want the next encounter short, sweet and messy. (In the cut scene, Max chats with Mona Sax -- What a dame! What a name! -- but a trio of killer suits interrupts their conversation.) Spin around and disembowel all three. Call the elevator again. (Max has a revelation.) Get in and look up through the glass ceiling at the booby-trapped shaft. Shoot out the glass, press the button, then shoot each booby-trap as you ascend. When the elevator door opens, two suits, left, are talking about their favorite movie special effects, the slo-mo action scenes -- they call it "bullet-time." Overhead, also to the left, two more are keeping guard on a balcony. Well, we can take a hint. Switch back to the M79, step out of the elevator, put an end to their prattle, and dive for cover under the balcony or behind the pillar straight ahead -- your choice depending on how you want to prosecute this war. When everything's quiet, head for either sliding door at the opposite end of the room. The suit in the high tech control room is nearer the one on the left. Raid the first aid cabinet and walk over and activate the yellow button that gives you elevator access to the mainframe. Three more killer suits are waiting out in the other room. One more thing -- the wall between the sliding doors is made of glass. So... dive out the door farthest from the yellow button console and split their skulls with the Jackhammer. An elevator under the balcony is now open. Get in and press the button. The beautiful view of the city is cut short by a helicopter's machine gun. Stand back in the left corner so you don't get hit and when the lift's left glass wall is shattered by the chopper's fire, climb through the opening onto the top of the next elevator. The glass top breaks depositing you inside, and you can now press the button. But do it fast -- Nicole's thugs in the chopper want Max dead. The door opens to a narrow corridor separating the mainframe computer floor from the bank of elevators. Two suits are chatting at the end to the left -- can you believe they're talking about their families? Rush them and immediately dive back to take out another who appears at the other end. Here's the plan. When two of the mainframe units (there are four in a circle) are destroyed, either by Max or the two suits firing from the other side of the floor (one is on the catwalk up and to the right and runs up and down the stairs at the far end), two security guards appear from the elevator. Keep the odds in your favor -- peek around the left end of the partition and watch the suits. When the coast is momentarily clear, step out and shoot the vertical lighted panel of the exposed mainframe. Repeat the procedure from the right end, then dive back into the corridor and take out the guards. Five down, two to go. Run to the cover of the farthest mainframe and notice the position of the guy on the catwalk. Get out the sniper rifle and when he disappears halfway down the stairs, take a step back and put one between his eyes (no scope) when he comes back into view. The last guy's heartbeats are numbered. When all four mainframe units are destroyed, Max gains access to the penthouse. The elevator opens by the two family-oriented thugs, so cap the guard inside, take his painkillers, then take the elevator. When the door opens, head to the right and when you step out into the large room, two guards and a killer suit come down the open stairway above you. Duke it out under the stairs and before you head on up, be sure to jump onto the cantilevered window and check out the view of the city. As you go up the stairs, three more guards swarm out from both sides. If you're tired of all the fast-paced action, simply jump off about halfway up and retreat to the cover of the pillar by the elevator. A round or two from the M79 should take them all out when they reach the bottom. Run up the stairs again, head to the right on the balcony, then turn left, go through the sliding door, and notice the suit in his private digs, all smug and oblivious. Make your way to Horne's private office and activate her computer, then call the elevator and ascend to the final chapter... * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Part III: A Bit Closer to Heaven Chapter Eight: Pain and Suffering For all his courage, skill, speed, luck and hell-bent determination, Max is now in a really tight spot -- he's in a corner, literally, in a room high in the Aesir Building. Everything happens fast, so don't lose your head. Pack the M79 and run along the wall to your left toward the steel rail wall (it has bulletproof glass) to avoid the grenade, then dive back to the right and smoke two killer suits as they attempt to run behind the sculpture. Switch to something more appropriate for close range and meet the other two as they run around the central pillar. Just when you think it's over, a blast door covering the entire outer window wall opens and the chopper starts tearing things up. Get directly behind the sculpture and crouch until the blast door closes. Finally, two more of Horne's gang come through the sliding doors farthest from the sculpture, but there's plenty of time to prepare for them. Head through the sliding doors and as you round the turn, a bell signals a thug about to get off the elevator to the left. When he's no longer breathing, go through the sliding door to the right, into the reading room (Is that a first edition Dickens up there in the bookcase?) and out on the snowy corner terrace. What a magnificent view! Beyond the railing to the left is narrow catwalk -- so what are you waiting for? Jump over the railing, dash to the other end of the building, and jump to the safety of another terrace and through the sliding door. Don't hesitate for a moment - - the chopper is back. Hmm, what do we have here? Nicole's sculpture collection -- a couple of Moores, perhaps a Brancusi, definitely a Giacometti. As you approach the sliding door in the corner, listen for the telltale ring of the elevator bell as Horne speaks on the intercom -- a killer suit barges in shortly. Go through and as you head for the glass block stairway to the right, a goon announces your presence and sends a grenade clinking down the steps. After dodging the grenade, walk up to the second landing amid the automatic weapons fire and note the bullet holes in the wall -- they're just over Max's head. Stand on the landing and maneuver into position to see the flaming Ingrams of the goon crouching in the offset hallway, then throw a grenade. If you're lucky, it will also take out the other goon (you can see him too) on the other side and a bit farther back. Once they're down, the elevator rings and another killer suit throws a grenade. Oops, seems like he's blown up more of his buddies. Kill him when he comes down the stairs. Walk on up to the north lounge and open the sliding door to the right. Three suits will come out one-by-one; there's plenty of time to pop them all. Walk into the skylight lounge and note the sliding door on the left. Two heavily armed thugs have barricaded themselves behind chairs at the near end of the east lounge. Run around the skylight counterclockwise (ignore the room on the right) and run past the door to get a glimpse of them, then when the door closes, stand by the wall facing in their direction, step back to activate the door and carom a grenade off the glass block wall. Or dive in sideways if Max wants excitement. Go into to next room (south lounge?) and listen to Horne give her boys a pep talk. As you approach, a suit comes through the door to the right and another waits to the right of the stairs beyond. At the top of the stairs we hear Horne's voice again and a suit appears from around the corner to the right, then one from the left, then another and another from the long neo- Gothic hall -- there's enough time between each one for Max to casually light a cigarette, that is, if he hadn't quit. Stroll to the other end of the fancy hall and press the red button on the corner edge of the desk. Go through the door that opens and head up the long flight of stairs. Enjoy the calm before the storm. About a third of the way up, Nicole Horne opens the door at the top, fires, and throws a grenade. Scurry down to avoid the blast. Don't waste ammo or energy, she's not gonna die here. As you go through the door at the top of the stairs, two things happen. First, you watch Max shoot at Horne on the roof as she dashes through a gate toward the helicopter trying to land in the howling winter night. Second, the do- or-die countdown begins. After the first cut scene, Max has exactly one minute to get to work uninterrupted. In the next cut scene, the chopper lands and the bitch gets in. Max now has one minute and ten seconds more to finish the job, which includes neutralizing four determined goons with major artillery who swarm out through the large locked glass sliding doors around to the left. Once Horne is airborne, all Max's efforts are down the drain. I don't even want to talk about it. So here's the plan. As you noticed in the first cut scene, the swaying central tower on the roof has broken two of its four cable moorings. The two remaining will have to be shot, specifically the bolt that anchors them to the large steel booms at the corners of the building. When either cable is released, the goons swarm out. (As mentioned earlier, after one minute has elapsed, the second cut scene starts and then they'll be in your face regardless.) Use the whole first minute to relax, gather your nerve, and line up a shot with the M79. Turn around and jump up onto the low roof of the long structure behind you and stand at the edge, about halfway down. Aim for the middle of the sliding glass doors. As soon as the cut scene ends, the goons rush the door, so pull the trigger as it opens. The idea is to get them all at once; otherwise you've got trouble. Don't panic; there's plenty of time to spare. Jump down to the main roof and stand on the small platform in the corner by the steel boom. Load the sniper rifle and use the scope to sight the anchor bolt of the distant cable, then load the Colt Commando and fire at the anchor bolt of the near cable. One last thing -- simply fire away at the base of the central tower, then sit back and watch Nicole Horne get what she deserves. ***** "They were all dead. The final gunshot was an exclamation mark to everything that led to this point. I released my finger from the trigger -- and then it was all over." * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * T H E E N D