Max Payne FAQ/Walkthrough Table of Contents I - Introduction Legal Info Version History II - Weapons and Items 001.0 - Melee Weapons 002.0 - Handguns 003.0 - Shotguns 004.0 - Rifles and Automatics 005.0 - Explosives 006.0 - Items III - General Strategies IV - Walkthrough 001.0 - Part 1: The American Dream 002.0 - Part 2: A Cold Day In Hell 003.0 - Part 3: A Bit Closer To Heaven Welcome to my Max Payne FAQ. Any questions, comments, corrections, or contributions are welcome, my email is tarrun75(at)gmail(dot)com. Please make sure to add something related to Max Payne in the subject line so I don't have to figure out what game you're talking about. Questions regarding something that's already covered in the guide will not be answered. Credit will be given to anything sent to me that I add or major corrections. For corrections, please email me only if it's something really important, something that will clearly confuse anyone reading. Legal information: This document is copyrighted Tarrun 2006. This guide may not be reproduced under any circumstance except for personal or private use. It may not be placed on any web site, magazine or otherwise distributed publicly without advanced written permission. This guide may not be used for profit, and may only be used on gamefaqs.com. Use of this work on any other web site or as a part of any public display is a violation of copyright and is strictly prohibited. Version History: First Submission: Version 1.0 II - Weapons and Items 001.0 - Melee Weapons - Baseball Bat - An ordinary baseball bat that you can use to beat up enemies. However, this isn't a very smart thing to do since you have to get pretty close to hit them. I wouldn't suggest ever using it in combat. Instead, use it to break locks on doors or crates and boxes with ammunition. - Lead Pipe - Basically the same as the baseball bat. And like the bat, don't use it to attack armed enemies unless you feel like replaying the level. 002.0 - Handguns - Beretta - The Beretta is the first weapon you'll use in the game, since Max carries it around with him from the beginning. At least early on in the game, it's above average accuracy and quick rate of fire makes it a good choice of weapon during the Roscoe Street Station chapters. Without its brother, though, avoid performing a shoot-dodge. The Beretta is actually more useful than it's dual counterpart later on in the game, though, since it can be used for more precision shots when you don't want to waste sniper rifle ammunition. However, only use the Beretta for something like this when you have plenty of time to aim and something to hide behind. - Dual Berettas - Of course, two is always better than one. Double the rate of fire, double the size of the clip, and double the stopping power, a pair of Berettas is a good weapon to fall back on when you're running low on ammo with your other weapons. Because of the faster rate of fire, dual Berettas are great for shoot-dodging, since you can just unload as many rounds as possible without really having to aim. Later in the game, though, the dual Berettas become obsolete, particularly when you have other weapons like the Colt Commando, Ingram, and Jackhammer. - Desert Eagle - The Desert Eagle is much more powerful than the Beretta, but unfortunately it's also much slower to reload and fire. If you seriously want to use it after Part 1, you should only be attacking enemies that are close by and in bullet time. 003.0 - Shotguns - Pump-Action Shotgun - In Parts 1 and 2 of Max Payne, the pump-action shotgun is going to be your best friend. As you'd expect, it's extremely powerful at close range, so you usually only need one shell to kill someone. However, it also has an unbelievably low rate of fire (so no shoot-dodging with the shotgun), and it has little effect at long ranges. And because bad things always come in groups of three, it takes forever to reload since each shell has to be loaded individually. In general, the best time to use the shotgun is when you're in small rooms with tightly packed groups of enemies. If you can find something to hide behind, quickly strafing into view, taking a shot, and ducking back behind your cover is a great strategy to use with the shotgun. However, like the Beretta, more powerful weapons in the latter part of Part 2 and beyond make the Shotgun undesirable later on. - Sawed-Off Shotgun - Considering that they're both crude shotguns, the sawed-off shotgun and pump-action shotgun have very few differences, with one exception: rate of fire. Instead of firing seven shots at a slow rate, the sawed-off shotgun can quickly fire two shells before reloading. There's nothing really wrong with it, but I always preferred having the extra five shells before having to reload. The faster rate of fire means that you can use it for a shoot-dodge, but between the dual Berettas and the pump- action shotgun, there's always a better weapon to use. - Jackhammer - Take the best qualities of the other two shotguns and mix them together, and the end result is the Jackhammer. It's extremely powerful at close range, a relatively fast rate of fire (for a shotgun - about five shots per shoot-dodge), and a twelve-shell clip. Unfortunately, there's always a downside. In this case, the Jackhammer utilizes it's own specific ammunition, which is hard to come by. Not that it really matters, since you only first acquire the Jackhammer five chapters before the end of the game. 004.0 - Rifles and Automatics - Ingram - The Ingram Mac 10 is basically an enhanced version of the Beretta. Each round is fairly weak by itself, but with an unbelievably high rate of fire and fifty rounds to a clip, the Ingram is fun to use to wipe out your enemies. It's also great to use with a shoot-dodge, but it doesn't compare to its upgraded counterpart. - Dual Ingrams - Again, double the firepower means double the fun. With a full one hundred rounds per clip, dual Ingrams are a force to be reckoned with. Before you obtain the Colt Commando, a dual Ingrams are the weapons you turn to when you're outgunned and outnumbered. Because of the sheer number of bullets fired, the Ingrams are great for both regular gameplay and bullet time and shoot-dodges. The only downside is that if you use the Ingrams for more than one or two gunfights at a time, you're bound to run out of ammunition fairly quickly. - Colt Commando - What dual Berettas and the pump-action shotgun are to the first few chapters in Part 1, the Colt Commando is to Parts 2 and 3. A powerful assault rifle with a thirty round clip, an above average rate of fire, and a respectable amount of stopping power, it's a well-rounded killing machine. It's great for any situation that may arise, including shoot-dodges and long distance gunfights. In fact, the only time you shouldn't be using the Colt Commando is when you need to collect more ammunition for it. - Sniper Rifle - The ultimate long-range weapon, hands down, the Sniper Rifle packs enough of a punch to kill an enemy in a single shot. It has a low rate of fire and is pretty much useless without using the scope, so only use it when you can keep Max at a distance from his target. When you fire off a round that's going to make contact, a short cinematic follows the bullet into its target, which is, needless to say, pretty cool. For best results, crouch and use bullet time to aim and shoot. 005.0 - Explosives - Grenades - Your standard hand grenade, you have about two or three seconds before they explode after throwing it. And when they do, make sure you're far enough away from it. Grenades are difficult to use effectively in Max Payne due to the fact that your enemies rarely stay in one place for very long and the grenades themselves can be difficult to aim. Add to that the fact that it takes Max a second to actually throw it, leaving him vulnerable to anyone who wants to retaliate, and you can begin to see why grenades aren't a weapon you'll be using too often. However, there are a few places where a well- placed grenade can wreck havoc on a group of enemies barricaded behind something or on a balcony above you. - Molotov Cocktails - Molotov Cocktails are basically the fire-version of Grenades, except they're a bit easier to use. For one, they aren't timed, which means you don't have to worry about planning where an enemy's going to be a few seconds into the future. That, and where they land is where they explode, so aiming them is also much easier. Even still, I don't find myself using them very often. - M79 - For all intended purposes, it's a grenade launcher. The M79 is much more practical to use during actual combat, mainly because the grenades explode upon impact. Still, you'll only want to use it against a large group of enemies (wasting a grenade on a single guy isn't overkill, really!) who are far enough away or you'll get caught in the blast as well. And I'm sure it goes without saying, but the M79 isn't meant for regular gunfights, and it takes forever to reload. 006.0 - Items - Painkillers - The health items of Max Payne, painkillers replenish about a fifth of Max's life. However, it takes a few seconds before the pills take effect, since the damage on Max's health meter slowly drains away. You can carry up to eight at a time, and they're found in just about every place you can imagine, specifically crates or medicine cabinets. III - General Strategies - Peek around corners before entering an area - Unlike most other actions where the protagonist has much more life than the common enemy, Max Payne is about as weak as every other thug you'll encounter. Because of this, if you blindly run into every area, guns blazing, don't expect to get far. Max Payne uses a third person camera view that you can swing around in any direction, so use it. If you have an idea of what's waiting for you, it becomes easier to plan how to go about killing them. - Use bullet time and shoot-dodges when you're outnumbered - The positive to bullet time and shoot-dodges are that while everything in the game slows down, the controls don't. This means that you have more time to aim your crosshairs and fire. Shoot-dodges in particular are great for killing multiple enemies at once, since you're also moving, making it more difficult for someone to hit you. - Strafe, crouch, and use cover in gunfights - The idea behind strafing is that if you're moving, it's more difficult for someone to hit you. Likewise, if you're crouching behind a car or something, there's less of Max visible to shoot at. - Use the right weapon for the right situation - This one is basically common sense, but it's worth saying. For example, the pump-action shotgun is a powerful weapon, but it's useless against multiple enemies because of the slow rate of fire. So if you find yourself constantly being attacked in groups, switch to a weapon like the Ingram or dual Berettas that can handle as many enemies as the game throws at you. - Use the weapons that the enemy is using - This is mainly something to keep in mind later on in the game, since in the beginning all of the enemies will be carrying Berettas, Desert Eagles, or one of the shotguns. But if you're using the Colt Commando and all of the enemies have Ingrams, you'll find yourself low on Colt ammo pretty quickly. Instead, if you use your Ingrams you'll be able to conserve the ammo of your other weapons while still getting some of the ammo you're using up back. - Try to save extra painkillers until after gunfights - If you enter an area and find a couple of painkillers, but you already have eight on you, continue through the level for a while and see if you come up against any resistance. That way, if you're injured you can backtrack to your extra stash of painkillers. - Shoot-dodge when you have to make a long jump - Besides the advantages to shoot-dodging mentioned above, you also get a bit more distance than if you jump normally. So if you need to make a long jump, shoot-dodge instead. Just make sure to start it a few feet in front of the gap, because Max takes an extra step forward before actually diving. - Avoid explosives like the plague - Probably the most frustrating moment in Max Payne is when someone throws a grenade at you, because to avoid being killed you have to quickly stop what you're doing and find something to hide behind. If you can't move fast enough, shoot-dodge. Another great thing about shoot-dodging is that you can't be killed while performing one, so even you're right next to it you'll survive. You're health meter will be completely red, but you won't be dead. - When the alert icon appears, find what the game wants you to see - The alert icon is that little gray exclamation point that appears over Max's head when there's something important for you to see or interact with, whether it's a telephone, button, letter, or whatever. Also, if you're near the object that can be interacted with, Max's head will turn slightly to look at it. Sometimes they don't have any point, but there are other times when you can't proceed with the game otherwise. - Explore areas thoroughly and collect any items you find - With the exception of when you're playing on the New York Minute difficulty, there aren't too many times when you have a time limit. So after the gunfire dies down and everything's quiet, feel free to search through an area for any spare weapons or painkillers. And of course, pick up the weapons dropped by fallen enemies. IV - Walkthrough "They were all dead. The final gunshot was an exclamation mark to everything that had led to this point. I released my finger from the trigger, and then it was over. To make any kind of sense of it, I'd need to go back three years. Back to the night the pain started..." 001.0 - Part 1: The American Dream "The sun setting on a sweet summer's day, the smell of freshly mowed lawns, the sounds of children playing. A house across the river on the Jersey side, a beautiful wife and a baby girl; the American dream come true. But dreams have a nasty habit of going bad when you're not looking..." 001.0 - Prologue Objective: Find Michelle Payne After the opening cinematic and a few graphic novel frames, the game officially begins in Max's home. In a not-so-subtle attempt at foreshadowing, Max says, "I didn't like the way the show started." Anyway, this is more or less an extension of the training session, so take the time to get comfortable with the controls. If you run forward, you'll see some Valkyr graffiti on the wall on your left, which leads to a quick graphic novel cinematic. Continue into the next room and pick up the phone on the table for an eerie conversation and keep going into the Payne den. Run up the stairs, and you'll hear Michelle screaming from the other room. If you try to get to her through the bathroom, you'll find that it's stuck. A few gunshots will be fired and the screaming will stop. The only unlocked door on this floor is the one against the wall on the other side of the room, so run over to it. A junkie in a green jumpsuit will appear, pointing a gun at you. Max shouts at him to drop his weapon, but don't bet on it happening. As soon as you regain control, unload a few rounds into his torso. A second junkie will come through the other door in the room, but you have more than enough time to aim and shoot. Run down and kill him; you find a gruesome scene in the baby's room, and there's another short cinematic of Max's reaction. Continue through the door that the one junkie came from and pick up the baseball bat in the far right corner. The only other door leads to the bedroom and there's a third and final junkie waiting for you, so enter the room shooting. Afterwards, another cinematic plays that leads up to the main story. 001.11 - Chapter 1: Roscoe Street Station Objective: Meet up with Alex With Michelle and his baby daughter dead, Max joins Alex in the DEA to find the source of Valkyr. For the first time since going undercover, Alex asks to meet Max at the Roscoe Street Station. After getting off of the train, run over to the door on the left. There's a blood trail that leads into the next room, which contains the corpse of one of a transit cop. Check out the green cabinets and lockers in the room for some Beretta ammo and a painkiller before heading back to the tracks. The gate on the other side of the area has been opened and two guys walk over to the edge of the platform. If you listen to their conversation, you find out that they're waiting for the train to arrive so they can kill anyone who gets off. Strafe into the doorway and fire off a few shots, and then retreat back into the safety of the hallway. Use the camera to look out onto the platform and watch as the two thugs run over to attack you. When they get close enough, strafe back out and take them out (perform a shoot dodge if you aren't comfortable enough to aim yet). Collect their Desert Eagles and head up the stairs at the other end of the platform. Stop just before reaching the top and spin the camera around - another pair of goons are torturing another transit cop. Facing them, take a few steps to the left and gun down the one guy on the left. When he dies, his partner hides behind a garbage can and waits for you to come out. Don't, if you stay where you are for a few seconds, he ventures out from behind his cover. Strafe out and kill him, and continue down the corridor. At the end, there's a set of stairs on the right and a third thug behind a locked gate on the left. Kill him and check to see if you can pick up his weapon (occasionally if falls close enough to the gate that you can) before heading downstairs. Run down the platform until you reach a small inlet on the left. There's a guy with a pump-action shotgun standing in front of a gate, so kill him and pass through. 001.12 - Chapter 1: So Much For Being Subtle Check out the door at the top of the stairs in front of you; it's the entrance to the Subway Control Room, and it's locked. You'll need to find the code somehow, so start to head down the stairs, but stop when the platform comes into view. There are three guys at the bottom waiting around, even though you can only see the one. Equip your dual Berettas and strafe out just far enough to kill the one you can see, and then hide back up the stairs. When the second enemy runs up the stairs, shoot-dodge out and unload a few roads into him. Switch back to your shotgun if you want, and strafe down to the platform facing right. Kill the third and final guy in the area, and then head over to the subway car. If you try to open the train door, Max tells you that you'd need to get the power back on before you can open the door. Presumably, we can do that in the Subway Control Room. Turn around and find the only door on this platform in between the train and the stairway. Open it, and you'll see a thug holding a transit cop hostage. Kill the hostage taker immediately: if the transit cop dies, it's game over. With the transit cop safe, check out the lockers and cabinets for Desert Eagle and shotgun ammunition, as well as a pair of painkillers. The cop knows the code to the Control Room, so make your way back and let the cop open the door for you. As he goes to walk inside, a thug opens inside kills him. But the important thing is that the door's unlocked for you. The room beyond the door doesn't serve much of a purpose beyond connecting it to the main control room, so head through the automatic door in the far left corner and stand in the doorway. Crouch down and be prepared for an enemy to appear, because one will within a few seconds. After killing him, shoot-dodge behind the long control panel and pop an enemy or two if you can. Once behind the control panel, crouch down and equip your shotgun. Every few seconds, stand up (either manually or by running forward, since the panel will keep you from going anyway) and take shots at each of the remaining three enemies in the room. When the last one dies a slow-motion death, pick up their weapons and enter the small control room on the right. A mounted cabinet on the wall contains four painkillers, and there's a big yellow button on the control panel in front of the door. Push it, and check out the security camera by the cabinet of painkillers that shows the train. With the power back on, it lights up "like a Christmas tree" as Max puts it. There's no one left in this area, so leave the Control Room and head back to the train at the platform. Open the car door and take control of the wheel; Max sends the train crashing through the barricade on the other side of the room, allowing you to continue. Open the door in front and jump over what's left of the barricade. There are three thugs waiting for you at the end of the tunnel, so stay back as they come to attack you for as long as you can. When they come close enough that the tunnel's curve won't protect you, shoot-dodge into view and take them out. If one of the three remains at the end, strafe back in forth in a zigzag pattern until you're close enough to shoot. At the end, run up the stairs on the left and finish the first chapter. 001.21 - Chapter 2: One Way Or The Other Follow the station hallway around until you appear at an open area. Two thugs are walking towards you, but if you stop before actually entering the area, they won't see you. Strafe out and kill the two of them, if you're lucky the one in back will kill his partner in front of him. On your right is a door that leads to a set of stairs. Open it, but don't go inside. When the guy walking up gets close enough, roll out and pump a shotgun shell into him. Run down the first set of stairs and strafe out in front of the second. Quickly kill the guy at the bottom, if you aren't fast enough, he runs away and hides behind the door at the end of the corridor. When he's dead, drop down into the sewer water and trudge through the tunnel. Eventually, you'll come to another platform with a group of enemies hanging around. Listen to their conversation about some guy who "decided to play hero upstairs" if you want to, and then run out and kill the nearest enemy. The other two retreat to the back of the platform, so jump out of the water and use the crates and boxes for cover. As the remaining two thugs run around the back of the platform, peek out from behind the crates and take shots at them. With the platform clear, break the small boxes with your lead pipe for various ammo and head upstairs. There's an explosion somewhere off in the distance when you reach the first room, and as you continue up the next flight the level ends. 001.22 - Chapter 2: Live From The Crime Scene Head up the stairs until you can eavesdrop on the two thugs in the next room talking about who was supposed to bring the detonators. One of them gets frustrated enough to kill the other, and then begins walking towards the stairs you're on. Run the rest of the way up and hide behind the crates and boxes before diving out and killing him. If you're too slow, he retreat down the stairs on the other side of the room and alerts his partners in the next area. Otherwise, you can safely go down yourself and take them by surprise. Move to the left side of the stairwell and kill the one guy you can see, and wait there for his partner to come after you. Or you can equip your Berettas and shoot-dodge into the room; either way works fine. Continue through the station until you pass through a destroy section in the wall, which leads to a vault. Down the corridor is the main room in the vault, with four enemies inside. Peek out from inside the vault and take a few shots at the thug standing in the doorway with your Berettas, and then run to the far left corner where the door to the vault is. There are two guys on the right side of the room that you can kill from this spot, so strafe out and take pot shots at them. Just be wary of anyone who tries to enter the corridor and attack you (it's usually the one guy who was standing in the vault doorway, if you didn't kill him). With three of the four thugs dead, shoot-dodge into the room facing the left side and kill the final enemy in the room. Pick up all of the weapons and use the keypad to open the door, there's an enemy standing in the doorway with his back to you that's just begging to be killed. Do so, but be prepared for the rest of the guys in the room - a total of three - to come after you. Just hang back in the room you're in for each of them to appear at the doorway and introduce them to your pump-action shotgun one at a time. When the vault is clear, explore the main area - specifically the control panel. Answer the phone on the table for a short graphic novel cinematic between Max and deputy chief Jim Bravura. There are also three painkillers on the table across from the telephone, and you can shoot out the siren on the ceiling to stop that annoying whine (even Max thanks you). More importantly, though, there are a set of controls on the control panel that operate the individual vault doors. Vault C contains what the bank robbers were after: Aesir Corp bonds, and the detonators that the two guys in the beginning of the level were arguing about are on the table in Vault A. Pick them up and head back through Vault B to the old Roscoe Street Station. When you reach the bottom of the stairs that lead to the beginning of the level, three guys appear at the top and open fire at you. Peek out from behind the wall and shoot back at them, but listen carefully for the metallic clank of a grenade hitting one of the walls. When you do, immediately retreat back into the room and wait for it to explode. Killing these three guys can be a challenge, since they have the advantage of higher ground on top of using a bench for cover. Just be patient, and use bullet time to tip the scales back in your favor. When they're dead, run up and pick up their weapons (including a grenade) and check out the door across from you. Set the detonators (press the Action Button while you're standing in front of the door) to destroy it and complete the level. 001.23 - Chapter 2: Stepping On Toes The level begins with Max meeting Alex, but the relief is short lived. There's a locked gate between the two, and while trying to figure out an escape route one of the bank robbers sneaks up behind Alex and murders him. Assuming you're facing the gate and Alex, there are three thugs waiting for you at the top of the stairs on the right. However, they won't actually attack you until you move away from the gate, so make sure to equip your Berettas before you do. Strafe out and kill the only visible guy at hide in one of the corners at the bottom of the stairs. When the remaining two appear, shoot-dodge out and kill them. Across from the stairway is a ticket booth with four painkillers in a cabinet. Pick them up and head up the stairs; follow the hall until you reach the corner. Strafe out and take a few shots to coax the four guys in the next room to come after you. Hang back about fifteen feet and kill each of them as they appear at the bottom of the stairs. One of them might throw a grenade, but it'll land in the stairwell and shouldn't be too much of a threat. With the four guys in the area dead, head up the stairs and check out the ticket booth in the center of the room. There's another cabinet with four painkillers in it, as well as a lever labeled "Exit Gate Control". Switch it to open the gate, and follow the corridor down until you reach the street. 001.31 - Chapter 3: Playing It Bogart Objective: Escape from the hotel When you return to Lupino's hotel to look for the mob boss, you find out that you're cover's been blown. And needless to say, no one in the building is very happy about a cop hanging around. After the game auto-saves, you find yourself backed into a corner with very little protection from the two mobsters. One of the Finitos will run across the room to attack you, so be ready with whatever weapon you're holding at the moment. When he's dead, strafe out from behind the wall with your Berettas. The other Finito Brother is holed up behind an overturned desk, so make sure to aim high and fire away. With both of the Finito Brothers dead, open the safe against the wall and pick up the painkiller. There's also a letter on the desk from Vinnie Gognitti, Lupino's right-hand man, which says that a Valkyr deal is going down. For Max, this means that the hotel's going have a lot of extra security, including Rico Muerte - professional muscle - being in the hotel (specifically, Room 313). When the graphic novel cinematic ends, a couple of thugs from the hallway begin calling into the room, wondering what's going on. Since the door's locked at the moment, crouch down and keep your crosshairs focused on the door. When they come inside, unload a shotgun shell into the three of them. Head down the stairs and listen to the radio report on the counter; all of the doors here are locked, so the only way to continue is to break through the window. Once you're on the balcony, follow it to the left until you reach a door. There are three of Lupino's thugs standing around in the hallway, and begin firing at you as soon as you're spotted. The door will keep you protected as long as it remains closed, so equip one of your Berettas and shoot the red pipe on the right side of the hall. The explosion will kill all three of them, so afterwards head inside enter the last door on the right. 001.32 - Chapter 3: Without Warning Run down the stairs and enter apartment 301. There's someone in the room, and he gets up to get a shotgun from the closet when he sees you. Take him out before he gets the chance, but don't forget to pick up the shotgun in the closet. Continue down the hallway until you come across a guy watching TV. He won't see you unless you get too close, so kill him while he still doesn't know you're there. Soon after, the door at the end of the hall bursts open and two mob thugs appear. Duck into the inlet where the television is and wait for them there before rolling at and taking them both out. Head through the door they came from, another pair of mobster thugs are waiting for you on your left, so kill them and continue down the hall. The door at the end with the Exit sign over it has a padlock on it, so use your lead pipe to break it and head inside. The room itself is empty, but the hall it leads to contains two mobsters complaining about the vending machine. Shoot them while they're preoccupied, and retreat back into the room and wait for the rest of the thugs in the area to arrive. Besides the two at the soda machine, there are another two, but they all arrive at the doorway one at a time, making them extremely easy targets. There's a room in this hallway that's unlocked, and it contains a few items and a graphic novel cinematic in the form of a news report on the TV. Watch it, and collect the Beretta ammo and painkiller in the cabinets in the room with the bed in it. Afterwards, leave and continue down the hall. Take a right and head through the last door on your left. 001.33 - Chapter 3: A Few Hundred Bullets Back There's quite a bit of Beretta ammunition on the shelf to your left as well as a junkie muttering to himself in the corner, but he won't bother you if you don't do anything to instigate him (read: shoot him). The door on the right leads out into the hallway, but don't go all of the way out. Peek out and look to the right, a mobster down the hall will spot you and call for backup. Retreat back into the room and wait for the entire group - a total of four - to appear at the doorway. Taking them out should be about as easy as all of the others have been, but watch out for the last guy; he has a pump- action shotgun and always manages to get a shot off before dying. When they're dead, leave and take a right into the circular area where the first mobster saw you. The only area here you can explore is the hallway on the left, and Room 313 - Rico Muerte's room if you remember the letter in the Finito's room - happens to be down that hallway on the right. Even if you miss it, Max says, "I had found Muerte's room". Open the door, but immediately move out of the way. Rico seems to be a little paranoid about people trying to break into his room (although I guess it isn't paranoia if it's true, since that's what you're doing) and set up a trap. It's the classic trap where a string tied to the door is also attached to the trigger of a mounted gun, so pulling on the door also fires the gun. Anyway, avoid the trap and check out Rico's room. Besides plenty of ammo lying around, there's a painkiller on the floor near the couch and a letter on the desk from Angelo Punchinello, the Don. Leave Rico Muerte's room and return to the circle, the previously locked door on your left is now open, thanks to the two mobsters walking through the doorway at the same moment that you leave Rico's room. Kill them and go down the hall they came from. A very old boiler is running in the back room; shoot it, and it'll explode and fall through the floor. Drop down, facing away from the wall, and immediately begin shooting at the three enemies down the hall. All three of them make their way to the dead-end hallway on the left, so if kill any of the remaining mobsters there. If you continue down the hall, though, you'll come across Room 216, which is unlocked. Inside you'll find the diary of a prostitute named Candy Dawn, who secretly videotapes her clients and sells them for extra cash. Besides that wonderful bit of information, her closet near the door is fake - it leads to a hidden room with some Beretta and shotgun ammo. There's also a door that leads back into the hotel's hallway, so head back out and take a left. Three mob thugs retreat to the elevator and begin bickering over who should go out and fight you. Help them decide by strafing out and killing them one by one. The elevator they were guarding is operating, so take it down to finish the chapter. 001.41 - Chapter 4: Caught In The Crossfire When the elevator stops, walk out and look to your left. Three mobsters are sitting at a table talking, and luckily they don't see you. Equip your Berettas and let them know you're there, hopefully killing one of them in the process, before taking cover in the elevator. When the remaining two get close enough, perform a shoot-dodge out into the open and kill them. The area they were sitting at has a few items on the shelves, including Beretta ammo, shotgun ammo, and a painkiller. After watching the news report on the television, open the door across from the table, but retreat back into the previous room. Two thugs appear from the door on the other side of the room and spread out. You'll notice that there's a flammable red gas pipe near the door in the far left corner, so stand on the right side of the doorway and shoot at it. Not only will the initial explosion kill the first thug, but the pipe will fly across the room and kill the other as well. Now wasn't that convenient? The door the two thugs came from is locked, but there's another one on the right blocked by some boxes. Destroy them with your lead pipe and roll into the hallway facing left, because there's a thug with a pump-action shotgun waiting for you. Continue down the hall and pass through the boiler room, although there's a Captain Baseball Bat comic next to a beaten corpse, a baseball bat, and some shotgun shells in the room if you're interested. Run up the metal staircase and through the door, which leads into the kitchen. There are three thugs in the room, and they all spread out as soon as you enter. Kill the two that you can see from the doorway first, and then strafe inside facing the right and kill the last one. Behind him is a cabinet with a couple of painkillers in it, but there's nothing else of value in this room. There's a set of stairs in the far left corner, which leads to a door that ends the level. 001.42 - Chapter 4: Rico Muerte Big Time Hustler The room you begin in is deserted, but the other rooms - specifically the bar and the lounge - have enough enemies in them to make up for it. There are four thugs in the lounge taking part in a drug deal, so open the double doors and fire off a few rounds from your Berettas, you should have enough time to kill at least one of them before retreating. The other three will come out and attack you, but a few well-time shoot-dodges will work wonders. One of the drug dealers may stay in the lounge, but that's nothing another shoot- dodge can't handle. In the lounge, there's a small table on the right with a large, silver key sitting on it. Pick it up, and you'll find out that it's a key to the bar. There's also a Molotov Cocktail in the cabinet against the wall. Leave the lounge and head down to the end of the hallway; before taking a right and entering the bar, check out the bathroom and take the four painkillers in the left corner in the mounted cabinet. Now enter the bar. Rico Muerte and the prostitute Candy Dawn are inside. After the graphic novel cinematic, another three mob thugs are added to the mix. Quickly move out of the doorway and stay in the left corner with your shotgun fixed on the small portion of the bar that's still visible through the doorway. Two of the three mob thugs will appear at the door, so kill them. Now move to the right and pick off the third thug standing by the tables. The only enemy remaining in the bar (Rico retreats to the back room) is the hooker Candy Dawn. She's behind the bar by the taps, which makes shooting her from the doorway extremely difficult. However, she's wielding a Desert Eagle, which as you probably know has a low rate of fire. This means that you can strafe out to the side of the bar and unload a bullet or six into her without having to worry about a lot of return fire. When she's dead, head over the back left corner and stand in front of the door. With your pump-action shotgun equipped, open the door and quickly fire a round at Rico before moving out of the doorway. Rico's Ingram is pretty powerful, but you have more than enough time to fire and hide. Five shells is all Rico can withstand before dying, but don't go in and pick up his weapon just yet. Go back into the bar and collect all of the weapons lying around, as well as the painkillers behind the bar and the ones in the bathroom that you may not have used. Once you've done that, enter the back room and pick up the Ingram, and then leave through the door on the right. 001.43 - Chapter 4: The Blood Veins Of New York Run towards the receptionist's desk, but be prepared to dodge a few bullets. A thug appears from the room on the left, and another from the right. Shoot- dodge forward and kill them both, and explore the room behind the receptionist's desk. Not only is there a switchboard that leads into a cinematic, but also some Beretta ammo and a pair of painkillers in the cabinets on either side of the small room. Afterwards, head up the stairs and follow the hallway until you come across a mob thug playing slots. He doesn't see you, so kill him and run over to where his body is; there's another thug on the right, so wait for him to come into view and take him out as well. The door in this room leads to the roof, which has a skylight on it. Shoot out one of the sections and drop down onto the crates and boxes, but make sure your Berettas are equipped. Two thugs appear from the exit in front of you, and another from the area with the receptionist's desk. Shoot-dodge off of the crates and kill the two by the exit, and then use the crates for cover and kill the others. When the four of them are dead, the only thing left to do is leave, but you'll quickly find out that the exit is locked. Return to the receptionist's desk and push the button labeled "Exit". The doors will open and you'll hear a loud buzzing noise. Head back to the exit and leave the hotel. 001.51 - Chapter 5: The Man Riding Shotgun Objective: Find and eliminate Jack Lupino in his apartment Vladimir's car sideswipes a tractor-trailer, which neatly blocks off your access to the rest of New York City. Instead, head down the block and around the corner, there's a newspaper stand that leads to a cinematic and a van with shotgun ammunition in the back. Beyond that is a set of stairs that leads down to the basement of an apartment building, with three thugs sitting around a table inside. Open the door and shoot one of them with your shotgun, and then let the door close as the remaining two scatter to either side of the room. From the right side of the door, open it and kill the thug closest to the table on the left. Repeat for the third guy and head inside. Continue down the hallway and finish this part of the chapter. 001.52 - Chapter 5: Something More Sinister A fire breaks out behind you and the door around the corner at the end of the hall is locked. Standing where you begin the level, shoot the small white gas pipe on the shelf. After it smashes into the door and destroys it, a thug behind in the next room appears at the door and comes down the hall. Roll out into view and fire a shotgun round into him, and follow the hallway into the room. Part of the wall has collapsed, and there's a thug walking towards you from the connecting room. Hide behind the part of the wall that's still standing before strafing out and killing him, but return behind the wall and wait for a second mob thug to come after you. Head through the room and up the stairs; there's a thug with an Ingram at the top, so make sure to avoid the gunfire and be ready to kill him when he runs down the stairs to meet you. There's Desert Eagle ammo next to the lockers in the next area, and a pay phone in the hallway begins ringing when you're within a few feet of it. The caller is a man named Alfred Woden, who tells you that the police are on their way to arrest you. Continue following the hallway until you reach a large room with multiple levels. Two thugs are walking towards the doorway you're standing in, so catch them by surprise and enter the room shooting. If either of the two survives, they hide in a small room in the right corner. Beyond that is another room with the Staircase Key on the back shelf and a letter on the counter regarding the Russian mob boss, Vladimir. Leave the room and find the set of double doors on the other side of the room. Use the Staircase Key to open it and end the level. 001.53 - Chapter 5: Let The Gun Do The Talking Run up to the top of the first set of stairs, and swing the camera around so that you can see the top of the second set. There's a thug standing at the top who runs away as soon as he spots you. You should still try to kill him, though, but don't chase after him - a second guy who's out of view will throw a grenade in your direction. After it explodes, head up and kill either of the two thugs remaining, as well as a third standing at the top of the next set of stairs. Before continuing, though, check the woman's bathroom for three painkillers in a cabinet near the sinks. Head upstairs and enter the area on the right (an explosion causes the ceiling to cave in a block the next stairwell). The left side of the balcony is relatively unharmed, with only a small gap around the corner. Shoot-dodge over to the other side and enter the corridor; the floor behind you will collapse, so there's no going back. The apartment at the end of the hall is unlocked, but four mob thugs are inside. Open the door and fire away with your Berettas, but make sure to keep an eye on the thugs in the corners. When at least two of them are dead, shoot-dodge inside and kill the ones remaining. The cabinet in the bedroom has a painkiller in it, but besides that there's nothing much else in the apartment. Climb through the window in the kitchen and onto the fire escape to complete the chapter. 001.61 - Chapter 6: The Alternate Route Walk down the fire escape and drop down onto the dumpster, there are a couple of junkies standing by a barrel fire, but not much else. Head through the door by the fence and pass by the door with the Luigi's Laundry sign over it. Max tells you, "To get to the roof, I'd need to get to the elevator through the locked door up ahead." Unfortunately, when you knock on the door and try to trick the goons inside to let you in, they tell you to beat it. Instead, leave the Laundry through the other door and enter the old apartment building on the left. There are quite a few junkies sitting in front of the stairways on each level, and you'll want to avoid shooting them if you can. Even though they're only packing a Beretta, the last thing you need is another front to fight on. The first stairway only has a single thug walking down it, but another two come down after you kill him. Continue up the next set of stairs and kill the two thugs coming down. At the top of the third floor is a small room with an unarmed thug in it, who agrees to get you in the Laundry if you spare his life. Before leaving the apartment building, check the room adjacent from the one you're in for some painkillers in the green cabinet. When both you and your hostage are at the Laundry's door, the level ends. 001.62 - Chapter 6: A One Man War After giving the Laundry guys the password, your hostage runs into the room and alerts them of your trick. As soon as the door opens, stand in the doorway and unload as many rounds as you can from your Berettas. You'll easily kill the thug who opens the door and your ex-hostage, and the third guy in the room conveniently runs right into the line of fire. Enter the Laundry and pick up the shotgun and Beretta ammo on the table and floor. The room on your left has a bunch of washing machines in it, and as soon as you enter it a fourth goon dives out from the next room. Be ready for it, and take him out. Enter the room the final thug came from and check behind the desk for painkillers and shotgun ammo. Enter the elevator and head up to the top of the building, if you shoot the speaker playing music you'll receive thanks from Max. When the elevator stops, run down the hallway and enter the room at the end. There's a guy in the bathroom, and if you try to catch him by surprise you'll find the door locked, although he yells out that he'll be out in a minute. Wait for him to finish, and when the door opens, blast him. Watch the TV report and pick up the Ingram and Beretta ammo, and then jump through the window. Use the pipes to reach the adjoining apartment, there's a guy in the room watching an extremely strange show called "Address Unknown". Jump through the window and kill him, but be ready for the other two who appear afterwards. Normally, it'd be a better idea to shoot from outside of the window, but one step in the wrong direction will send you plummeting to your death. Enter the kitchen and pick up the Ingram ammo in the cabinet, and then climb through the window and onto the roof. Use the pipes again to get to the next apartment building; the apartment on the next floor to your left is Lupino's. Run over to the door leading into the building to complete this part of the chapter. 001.63 - Chapter 6: A Citywide APB Walk onto the balcony in the multi-level room and look across the room one floor up. There are two thugs on the level above you (that are visible from this angle, anyway), so equip your Berettas and kill them. Head into the hall on your right and listen to the two thugs try to disarm the bomb on the wall. When it explodes, run over to the door. It's locked, but trying to open the door triggers the damaged wall to collapse. At the end of the hallway is a dead-end, but the collapsed floor on the next level up allows you to continue up. There are, or were, depending on whether or not you killed any of the thugs from the balcony at the beginning of the level, four guys on the floor above you, and any survives come down to meet you. A shoot-dodge backwards from the collapsed floor is not only practical, but looks extremely cool at the same time. Enter the balcony on the next floor, but watch out for the thug in the doorway across the room with a pump-action shotgun. Use the pillars in each corner for cover and kill him, he has surprisingly good aim with a shotgun. The door on the right is the only one you can pass through, which is good because it leads to Lupino's apartment. When you enter the small room outside, you'll hear Vinnie Gognitti screaming inside. Before entering the room, pick up the painkillers on the table and the Ingram in the cabinet, and make sure to equip your Ingrams. 001.64 - Chapter 6: Fear That Gives Men Wings Objective: Kill Vinnie Gognitti Even after lodging a bullet in his stomach, Gognitti manages to escape, leaving you with the three goons still in the room. The problem here is that you have to attack them immediately after the level begins, so if you don't have the right weapon (dual Berettas or dual Ingrams) equipped you don't have the time to switch. And if that weren't enough, the auto-save feature kicks in, and even losing the two or three steps is enough to lose a large portion of your life. To come out of this one in one piece, shoot-dodge out from behind the shingle and unload as many rounds as you can. The auto-save will slow the game down for about a second, but as long as you continue shooting you're fine. Read the letter on from Gognitti to Angelo Punchinello concerning Jack Lupino, and continue into the next room and out of the window. This should look familiar, considering you were just here about five minutes. Use the pipes to pass over the street and climb through the window that Gognitti ran into. Head through the door on the right, up the stairs, and through the door at the top that leads back outside. You appear just in time to see Gognitti dive off of the roof and land on a passing train (not bad for someone who was just shot). Follow Gognitti's example, another train will be coming in a few seconds. Stand on the platform and wait for it to come into view, and perform a shoot- dodge off of the roof. You may actually overshoot the train, but you'll still complete the level regardless. 001.71 - Chapter 7: Better Than The Last One This is definitely a level you don't want to repeat, since you'll have to watch the train cinematic over again if you do. Jump down onto the pipes that run along the wall of the building you're on and follow it to the next rooftop. With about twenty feet between you and the building, two thugs appear from behind the door on the next roof. Continue running forward and shoot-dodge onto the roof and kill them. Afterwards, head to the right across another two rooftops, both of which are directly connected and don't involve jumping. The third, however, does; and even though it's a relatively short jump, shoot-dodge across the gap anyway. Once you're on the other side, two thugs climb onto the billboard across the street and begin shooting at you. Their accuracy isn't very high at this distance, so crouch behind your own billboard and take them out with your Beretta. Follow the rooftop around and run down the metal staircase; an NYPD helicopter appears, but it doesn't actually interact with you in any way. When you enter the apartment at the end, you'll see Gognitti at the bottom yelling at the goons there to kill you. Stand at the top of the stairway with your pump-action shotgun equipped and wait for one of them to appear. When he does, blast him and head down to the next floor, but not before picking up the Beretta ammo in the box by the stairs. Peek around the corner and kill them from the stairs one at a time, working from right to left. When they're dead, pick up the painkillers in the cabinet against the wall and follow the hallway down to the end. 001.72 - Chapter 7: Ice Hard And Slick Look around the corner, but quickly move back behind the wall. A thug with an Ingram on the other side of the courtyard will shoot at you before running across the area. When he reaches the chain-link fence, strafe out and shoot him, but watch for the second thug in the same area that the other one was to run out. Instead, though, he hugs the far wall and eventually crouches down in the left corner. Peek out and take a few shots at him with your Berettas and he'll go down as well. Stay along the left wall and follow it along to the entrance to the alley. Kill the thug waiting there (with dual Ingrams) and continue down the alley. At the base of a set of stairs, you'll see Gognitti take a lift up to the top of a construction site before running off. Run up the stairs, a thug appears from behind the container and van on the left. Gun him down and drop down below the lift, there's a Beretta in the coffin with the dead cop and a painkiller in the one in front of it. Use the crates on the left to climb out, and then check the container for shotgun ammo. Afterwards, bring the lift down with the button on the pillar and take it up to the roof, but make sure to kill the thug hanging out on the second level; if you don't he'll follow you up and attempt to catch you off guard. There's also another thug on the billboard across the street, so take him out before continuing. Cross the wooden plank connecting the construction site to the next building, but don't enter the main area. Swing the camera around to face the streets, and you'll see a thug waiting just around the corner with a pump-action shotgun aimed directly where you head would be. Strafe out and kill him, but quickly retreat back. Another thug throws a pair of grenades in your direction, but as long as you stay out of the way he'll probably end up killing himself in the blast, as well as a second thug with a sawed-off shotgun who jumps down from the adjacent building. When the grenades finish going off, return to the main area on the roof and use the billboard as cover from the thug with an Ingram at the top of the metal catwalk. Kill him if you can, otherwise wait for him to come down and find you. Jump onto the catwalk and strafe onto the next roof, facing away from the street. An Ingram-packing thug is crouched in the corner, so kill him and pick up the painkillers on the ledge. Follow the catwalks along the rooftops until you come across a skylight, where you can see a couple of dealers talking to each other. Shoot out the glass and kill the two thugs from your vantage point, and then jump down onto the boxes. Check the crates and boxes for Ingram and Beretta ammo, as well as a painkiller. After clean the room out, head through the door on the right to finish the level. 001.73 - Chapter 7: All A Blur Run up the stairs and enter the door on the left, which leads outside. There's a fire escape to your left, so jump (no need to shoot-dodge, it's only about two feet away) onto it and run down a few levels until you reach a partially open door. Enter the apartment and watch the news report on the TV, and pick up the three painkillers in the cabinet in the bathroom. When you go to leave, you'll hear a couple of guys on the other side of the door waiting for you. Open the door and immediately shoot the thug standing in the doorway while the others run around the corner. Follow after them, but someone throws a grenade when you're about halfway down the hall around the corner. Hide behind the wall and wait for it to explode, and then continue. Equip both of your Ingrams and shoot-dodge around the corner, there are a total of four enemies down the hall, and they're all packed together, which means the Ingrams will mow them down without having to worry about trivial skills like "aiming". If anyone does survive, they continue to fall back, so chase after them. Run down the hallway and use the rooftop to reach the next building. Anyone who survived from the last building plus an extra thug will be huddled around the corner against the far door. Peek around the corner and lure them down, but watch out for the one thug with grenades. If he's still alive, he'll throw another grenade down the hall. When the entire group is dead, head through the door at the end of the hall that leads to an open lot. Gognitti is at the far end, kicking a locked door and pleading for it to be opened. Look over the ledge and you'll see a couple of thugs running around. One of them will be coming up the stairs to attack you, so wait for him to appear and take him out. Afterwards, equip your Beretta and look out over the ledge; there's a thug behind a dumpster in the right corner, but he's so close to it that any shots he take end up hitting the back of the dumpster. So take the aim to aim before unloading a few rounds into his skull. A third thug is almost directly underneath you, which would normally mean that he's out of sight. But as he runs around in a circle, you'll have a small window of opportunity where he comes into view, so line up your crosshairs where he appears and shoot him when he reaches that point. With the first three thugs dead, move back towards the door and look to the far end of the lot. Four more thugs appear and spread out across the back lot, including one who comes up the staircase. Be ready for him, and gun him down before he knows what hit him. Finally, head down the stairs and shoot-dodge from the bottom to the dumpster where the one thug used to be, killing a thug standing at the base of the staircase in the process. Using the wall that separates the two sides of the lot for cover, step out and kill the thug in the alley directly across from you. Strafe out even more and shoot at the last of Vinnie's goons in the area. With no one left to protect him, Vinnie appears from behind the dumpster in the corner and begins shooting at you with a Beretta. He may not be much of a threat offensively, but he has plenty of hit points to make up for it. It may sound like overkill, but equip your Ingrams and unload round after round in Gognitti. Perform a couple of shoot-dodges if you want to avoid being shot; when Vinnie goes down, the level ends. 001.81 - Chapter 8: A Den Of Drugs Objective: Find and kill Jack Lupino Thanks to your excellent interrogation skills, Gognitti reveals that Lupino's at his nightclub, Ragna Rock. You'll have to get through the mob boss's army of drugged up psychos to get to him, though. Before you do anything, check the security booth on your left for shotgun ammo in the cabinet. The front doors are locked, so you'll have to find another way in. The other security booth contains a small lever under the window that opens a secret panel behind you. Enter the room, but immediately shoot-dodge out from behind the bookshelf. Besides the one thug on the other side, there's also a thug by the table at the far end of the room. Gun them both down with your Berettas and collect all of the ammo and painkillers on the shelves. The book on the table, The Age of Murder and Storm, leads to a short graphic novel cinematic, which ends with Max saying, "I was also beginning to see what the nightclub and it's owner were all about." Head through the door, which leads to the back of bar next to a dance floor, and kill the one thug behind the bar. At the same time, retreat back into the room you just came from, because one of the other guys in the room throws a grenade in your direction. After it goes off, dive behind the bar and crouch down to avoid being shot, there's a thug on the dance floor and another on the balcony across the room. When the guy on your level is dead, leave the bar and use one of the pillars in front of it for cover while you aim at the thug on the balcony. It looks like the area's clear, but there's actually another thug on the balcony directly above you, and he has Molotov Cocktails. Look straight up and walk backwards onto the dance floor until either you see him or he throws a cocktail. In the case of the former, quickly shoot him before he decides to attack; if it's the latter, duck back under the balcony and wait for the fire to burn out. With the four thugs in the room out of action, head through the double doors on the right side of the room and strafe out into the hall facing right. There are two thugs by the bar (one in front, one behind), but you'll probably only be able to kill one of them. The survivor will eventually make his way to the bar on the other side of the room, but worry about that later. Peek out around the wall and you'll see a thug from the far left corner of the room run out and head in your direction. Wait for him from behind the wall, and kill him when he reaches the bar. If one of the two guys from the bar survived, strafe out onto the dance floor and kill him behind the bar on the left side of the area. Next to the other bar is a door with a "Bar" sign over it. Enter the main barroom and kill the thug behind the bar on the right. Shoot-dodge out facing your left and gun down the remaining two thugs in the room. If any or all of them survive, use the pillars and tables for cover. Afterwards, pick up the shotgun ammo and painkiller behind the bar and check out the occult books on the table on the opposite side of the room. Leave the barroom via the door to the left of the table to finish the level. 001.82 - Chapter 8: Ragna Rock Run up the stairs and stand by the open door on your left, which leads to a wine room. Three thugs are inside talking about their boss, so let them see you and stay back in the hallway and wait for one of the three to appear at the doorway. Kill him, and then run into the room and hide behind the pillar in front of the door. Peek out and take turns exchanging fire with the two remaining thugs. After the slow-motion death sequence, head over to the large table they were standing around as another three guys enter the room on the other side of the barrels. Use the pillar near the path between shelves for cover and pick them off as they appear one at a time. Head down the row of shelves and around the outer edge to reach the doorway they came from (there's also quite a bit of shotgun ammo against the wall), which leads to another hallway. A thug appears in the room at the end, so gun him down and watch as he falls into the trap door behind him. Kill the thug on the stairs, and then enter the room. Run up to where his corpse is and look straight up; you'll see a thug two levels up with an Ingram. Pick him off from here and continue up. On the same floor is a third guy waiting for you to come up the stairs, so run up the last set backwards and gun him down with your Berettas (his own gunfire won't be aimed high enough to hit you). Enter the door on the left, which leads outside. There's a small slit in the wall across from you that takes you back into the wine room, except this time you have to walk along the beams on the ceiling. Before venturing out, though, kill the thug below you by the table. Afterwards, carefully walk out to the center where the two main beams intersect, and then head left to the other slit in the wall. Once you're safely back outside, jump onto one of the raised parts of the roof that juts out from the rest of the building. Walk across to the beam, and use the next one over to make it back to the roof. Run to the far end and enter the door to finish the level. 001.83 - Chapter 8: An Empire Of Evil Run down the first set of stairs and wait for two thugs to come up and meet you halfway. Kill them and continue down; there's another thug at the bottom in front of the door, so shoot-dodge out and kill him. Open the door, but move away from the doorway and wait for the thug at the end of the catwalk to come to you. When he opens the door, blast him with a shotgun shell at point blank range. There's a cabinet at the end of the catwalk with four painkillers in it, but don't get them just yet. Instead, run down the first few steps on the stairs to your left and kill the thug at the bottom of the first set. Another three thugs run up to attack you, so kill them as they appear from around the corner. Continue down the rest of the way and you'll end up in front of a stage. Head over to the control panel on the other side of the stage and switch the lever labeled "Stage Control". The back of the stage opens, and two thugs appear. Quickly flip the other switch labeled "Pyro Control" and watch as the flames behind the stage fire off, hopefully killing the two thugs in the process. If either of them survives, they run up to the control panel to attack you, so crouch down with your shotgun and wait for them. Afterwards, collect the painkiller on the control panel and run up one of the inclines on either side of the stage and enter the back rooms. Take the stairs on the right up to the panel labeled "Backdrop Controls". Make sure all of them are pushed up (in other words, switch levers 2 and 4), and then run down to the lower level. Make your way in between the backdrops, and strafe out facing left (away from the Backdrop Control panel). There's a thug at the top of the stairs with a grenade, and you'll want to kill him immediately. If he survives, not only does he throw a grenade at you but he runs up to the catwalk overlooking the backstage area. Why is this a problem, you ask? Well, there are some wooden planks connecting the catwalk to the door that leads to Lupino's inner sanctum, and one of them is fairly unstable. A few seconds after you or anyone else touches it, it collapses, making it much more difficult to cross the rest of the way. With that last thug dead, return to the stage and collect any painkillers left in the cabinet or stage control panel before heading up the stairs to the catwalk. The one section with a single wooden plank is the one that collapses, so don't spend more than a second or two on it. Enter the door to complete the chapter. 001.91 - Chapter 9: Straight From A Bad Dream In this first room, there are some letters, notes, and a book scattered around the area that lead to some interesting graphic novel cinematics, all of which repeat the main theme of the Ragna Rock levels: "Jack Lupino was crazy all right." Take the stairs up and follow the corridor down as Lupino begins ranting about the "flesh of fallen angels". At the end, pass through the gate, which locks behind you, and enter the main room: a very large, multi-level area that looks something like this: ________________________ | | | ______ | | | | B | | ______ | | C | | | | ______ | | | | | |________| | | | | | | | | __ | | | | / \ | | | E | \__/ | | | | | | | | | | | | | | | | | | | | | | | A | |D |_| | |_____|____________|_____|_ _| Before fighting Lupino, you'll have to wipe out his personal goon squad first. They appear at Points A and B, dropping down from the level above to the main level. There are also a couple of guys at Point C who use their vantage point to throw Molotov Cocktails and shoot at you. When you first enter the area, pick up the ammunition and painkillers on the tables on the right, and then run over to Point E. A goon from both Points A and B will drop down and attack you, so kill them both but stay in this general area. Now focus your attention on the step by Point A; every few seconds one of Lupino's goons will drop down in the exact same spot, so keep your crosshairs on that point and kill the four of them as they appear. Afterwards, run to Point D and use the pillar for cover from enemies at Point B. A total of six will drop down the second level and onto the stairs. Every time one does, step away from the pillar and unload a few rounds from your Berettas or shotgun. When the goons stop coming, run back to Point A and look around the curtain towards Point C. There's a slight chance that a stray Molotov flame will hit you, but you'll just have to risk it. Kill the three goons there, but watch for another guy drop down behind you. When the area's clear, quickly switch to your dual Ingrams and begin collecting as much ammo from the tables as you can. After a few moments, the curtain by the stairs opens and a cinematic plays. Jack Lupino is drugged out of his mind with Valkyr, and he has two bodyguards with him. The three of them run out into the main area and begin attacking you; the two goons have Ingrams and Lupino has a sawed-off shotgun and Molotov Cocktails. Hide behind one of the pillars until they're relatively close by, and then shoot-dodge back and forth, shooting as many rounds as you can. Lupino has quite a bit of life, but he's about as tough as Gognitti was. When Lupino dies, the level fades out and Part 1 ends. 002.0 - Part 2: A Cold Day In Hell "Everyone makes mistakes. Mine hadn't been to crack jokes about the goon with the bat; he'd have cracked my skull regardless. It hadn't even been to trust a girl with a gun. I had blindly gone after the first bad guy on my hit list when I should have been aiming further up the ladder, at the head of the Punchinello family." 002.01 - Prologue: Nightmare Max's nightmare, as you'd expect, begins at the front door of his New Jersey home. Run forward, and the hallway stretches out and becomes a long maze. The key here is to take every available left, a total of three. Keep in mind that if the path branches off only to the right, continue going straight. When you reach the end of the maze, you'll be in Max's den. There are pictures on either side of the stairway (one of Michelle and the other of Alex), which lead to graphic novel cinematics, but not much else. Continue up to the second floor and enter the baby's room; before the get there, though, the hallway again stretches out. This one ends shortly, however, and afterwards you have a single trail of blood leading out into an otherwise black abyss. To make navigating the maze a little easier, I'm including a crude ASCII map of the maze, which is probably only to scale part of the time. Start End ____| |____________________| |______ | | ___________ | | | | | \ _______| |______________ \_____/ \ | | | | | | | | __| | | / | | | | | | |__ | \ | | | | | |___ | | \ |___________| | | | _______________| \_ | | | | | | | | |_______ _______| | | | | | | | Just as a side note, the trails that end are only meant to be landmarks and may actually go farther. You only have to make two jumps, and both of them are fairly easy to complete, which is a positive. Other than that, though, there isn't much that I can say that isn't illustrated better in the above diagram. Just keep in mind that you're trying to go in a semi-circle; in fact, you can even see your starting point from the end. When you reach the end, run down the hallway until you reach the baby's room. There's an interesting (and slightly creepy) occurrence here, where the blocks levitate and set down to spell the word "DEAD". After watching it, leave the room and head towards Michelle and Max's bedroom - there's another stretched out hallway, but thankfully no mazes. Read Michelle's diary on the table outside of the bedroom, and then head inside to finish the level. 002.11 - Chapter 1: The Baseball Bat Objective: Escape from the hotel You wake up in the basement of Lupino's hotel, tied to a chair with one of the ex-mob boss' goons, Frankie "the bat" Niagara, standing over you. After taking batting practice on your skull for a while, Frankie goes up to the bar for a drink. When he leaves, Max manages to escape from his bindings. But you're still beaten, bruised, and for all intended purposes unarmed, unless you count Frankie's baseball bat. Max tells you right away how to play through this level: "Without a gun, I'd be no match for Frankie's men. I'd have to play hide and seek with them." Run to the other side of the room and break the lock off of the green cabinet to pick up a couple of painkillers. Now turn around and head over to the door across from the cabinet. Open it, but don't leave the boiler room just yet. Face the camera roughly at a forty-five degree angle so that you can see into the hall. After a few moments, a thug will walk by, with a group of two right behind him. Wait for all three of them to pass by, and then follow after them. The AI is by no means intelligent, but even still you'll want to keep your distance to avoid being seen when they're rounding the corner. About halfway down the hall after rounding the corner, you'll come to two doorways on either side of you. The area on the left has a group of thugs inside, but the room on the right is empty. Look into the room on the left to make sure no one's going to see you and head inside the other room; you'll find it filled with plenty of weapons for the time being, including dual Berettas, a Desert Eagle, a pump-action shotgun, a pair of grenades, and another painkiller. From here, you have two options. You can either finish the level and leave the rest of the level unexplored or collect the other items scattered around the other areas. To be honest, it really doesn't matter, since you'd only be gaining four more painkillers, an Ingram, some Beretta ammo, and anything else you pick up from the thugs you kill - all of which you'd end up with eventually anyway. If you just want to leave, wait for a fourth thug to walk past the armory you're in and then follow after him. There's an elevator around the corner. Enter it and go up. Otherwise, you're done playing hide and seek. Stand in the doorway and fire off a round at the first thing that moves and then hole up in the room. All of the thugs in the area line up at the doorway, so blast them with your shotgun one at a time. If you want to add some flair to the gunfight, shoot the red, flammable gas pipe at the other end of the room and take cover. Anyway, there are a total of seven thugs that will come and attack you (three in the area in the middle and four walking around the perimeter), so if your kill-count hits that magic number you can safely leave. If you didn't keep count or don't think you cleared the area, equip your Berettas and cautiously venture out. If you don't see anyone, do a quick check by running around the perimeter to make sure. With the seven of them dead, the only remaining enemies are a pair of thugs in the room on the opposite side of the area. Kill them, and begin exploring. The warehouse on the left with the two thugs has some Berettas ammo in the crates against the wall, but not much else. The main room in the middle, on the other hand, is filled with plenty of goodies to justify the otherwise unnecessary fighting. The three shelves that aren't against the wall have a grand total of four painkillers on them, and there are Beretta rounds and an Ingram on the crates in the two far corners. Afterwards, head over to the elevator and take it up. 002.12 - Chapter 1: From Bad To Worse The elevator door opens right as a thug is walking by, so run out and shoot him before he runs away. There's another guy in the same room, but a shoot- dodge will give you enough time to find and kill him. Head through the garage door and peek into the warehouse on the right; a grenade is thrown out at your feet, so quickly back away and avoid the explosion. Afterwards, step out and kill the two thugs crouching behind the boxes on the right one at a time. When the two of them are dead, another two appear from the doorway on the right to replace their fallen buddies. Use the same method as before to take them out, and head through the doorway they came from. There's only one thug in the next room - a meat warehouse - and he's all of the way on the other side in the corner. Use the hanging slabs of beef and crates in the center for cover from the thug's Ingram. When he's dead, leave the warehouse and into the alley leading to the street. Enter Lupino's hotel down the block to complete the level. 002.13 - Chapter 1: Mobster Muscle The door on your left leads to a lounge. As soon as you open it, a cinematic will begin and you'll hear a thug talking on the phone. When he hangs up, he walks up the stairs into the main lobby where you are. Kill him from the lobby and wait for the other two guys in the lounge to appear at the doorway. After killing the three thugs, enter the lounge and head over to the small table in the corner. Pick up the painkillers and listen to the radio report about the events at Ragna Rock. Head down the hall and enter the bathroom; there's a thug in the last stall who's initially unarmed until he sees you. The painkillers from the cabinet have been cleaned out, so there's nothing left to do but enter the barroom. Frankie's in there having a drink, and when he spots you another three thugs enter the room on the other side. When you regain control, stand out in the hall in the left corner and wait for one of the thugs to appear at the doorway. Kill him, and move to the other side of the door until another thug by the booths comes into view. When he's dead, dive into the room and pump Frankie with as much lead as you can as quickly as you can. That just leaves the third and final thug behind the bar. Try to collect as many of the weapons lying around before killing him, since the level ends a few seconds after the last enemy in the room dies. 002.21 - Chapter 2: An Offer You Can't Refuse Objective: Kill Boris Dime and recover the weapons from his ship, the Charon The saying goes, "the enemy of my enemy is my friend", and that seems to be the case here. After leaving Lupino's hotel, you're approached by the leader of the Russian mafia, Vladimir Lem. He tells you about how the captain of one of his ships, Boris Dime, has betrayed him and now works for Angelo Punchinello. The loss of the ship's cargo, dozens of high tech weapons, will not only hurt Vladimir in his war against Punchinello's mob, but would also make Max's own rampage increasingly difficult to accomplish. So in exchange for assassinating Boris Dime and recovering his weapons, Max will be able to load up with as much firepower as he can carry before taking on Punchinello. Open the guard booth and kill the thug inside. Besides some shotgun ammo, there's a lever under the glass that opens the gate. Head through and hide behind the large container as a couple of thugs walk towards you from the warehouse. Since there's one on the ground and one on the platform, dive out from around the container and shoot the one thug on ground level. When he dies, spin around and kill the second thug before he jumps down. When the two thugs are dead, jump up onto the platform and open the warehouse door in the far left corner, just make sure to hide off in the corner out of sight. The three thugs - two on the lower level and one on the catwalk above you - will immediately open fire, so wait for the initial burst of gunfire to die down before strafing out and taking out the two on your level. The warehouse door will probably be automatically closing right about now, so reopen in and dive inside near the stacks of crates in the center of the room, ideally putting them in between you and the thug on the catwalk. Position yourself so that the pillar is blocking your view of the remaining thug, and then jump up onto the crates to get a bit closer before taking your shots. Since you're already on the crates, use the height to jump onto the semi- destroyed set of stairs in the far left corner. Besides the spare ammo dropped by the now-dead thug, there's a small cache of Ingram ammunition and a painkiller at the opposite end of the catwalk. Collect the ammo and painkiller and drop back down to the lower level again. There's a door on the other side of the room that leads deeper into the maze of warehouses, in this case a small open area outside with a truck parked in it. You should spot the thug on the right walking up the stairs, but what you don't see is his partner in the back of the truck, who won't actually appear until you cause enough trouble to gain his attention. In this case, shoot the red barrel to the left of the stairs that the one thug is walking up for and exciting, incendiary death. But quickly point your crosshairs at the back of the truck, because the other thug will barge out, guns blazing, at any moment. When he's dead, check out the truck for some shotgun ammunition. Afterwards, head over to the warehouse on the left, which is fairly similar to the one you were just in structurally, with the exception that the crates are gone and there's a lift in the corner instead of stairs. There's only one thug in this room, and he's on the catwalk with a grenade, which is the most important thing to keep in mind here. After opening the warehouse door, stay clear of the entrance until the grenade is thrown and explodes. Without the threat of any explosives going off, there isn't much else to worry about. Use the pillar in the middle of the room for cover and pop a couple of rounds into him. Take the lift up and check out the far end of the catwalk, you'll find a cabinet full of painkillers and a control panel. Avoid using the painkillers for the moment if you can, and switch on the crane using the lever on the panel. The crane picks up a bunch of crates blocking the door for you, allowing you to continue on. But as you go back to the lift, a pair of thugs appear from outside and begin shooting at you. Crouch down and use the high ground to your advantage, so take your time and aim instead of wildly strafing back and forth shooting. When they're dead, use the painkillers if you didn't already and then head back down to the ground floor. Pass through the door that was previously blocked by crates to complete the level. 002.22 - Chapter 2: Cold And To The Point Immediately when the level begins you'll see a thug walking away from you just to the right, an opportunity that is hard to pass up. Jump down to the ground and sneak up behind him before unloading a shotgun shell into his back. You'll see a couple of large storage containers against the walls; wait behind them and swing the camera around until you can see down the path. When a thug appears from somewhere on the right and walks past you, strafe out and kill him, making you two-for-two when it comes to killing enemies without having to dodge bullets. That record will end shortly, however, because if you follow the path created by the warehouses and containers you'll come to a wide, open area with a very large crane and three thugs in it. Two of them will appear from behind the crane, and the other from the left by the warehouses. As soon as your presence becomes known, retreat back behind one of the containers and wait for them to follow after you. When they reach the opposite side of the container, strafe out and introduce them to your pump- action shotgun. With the area clear, run past the crane and over to the far right corner for a table with some ammunition - Beretta and Ingram to be specific - and a painkiller on it. There doesn't seem to be anything else of interest in the area, but there also doesn't seem to be any way out either. However, if you climb up the crane and play with the lever, it picks up a container between a warehouse and the wall, creating a path for you. It may be tempting to sit around at the top of the crane and enjoy the view, but resist the urge. As soon as you activate it, jump down and point your Berettas or Ingrams at the balcony on the other side of the area. A thug will appear and begin shooting at you from there, as well as another two coming from the exit you just created, so there isn't a whole lot of time you have to waste. Use a shoot-dodge to kill the thug on the balcony if you have to, and then quickly spin around to avoid being shot in the back. Run under the container being suspended in the air by the crane and follow the path in between rows of containers until you reach a straight, slightly wider row with another crane in it. Head down the row, under the crane, and duck into the small room on the left made from the open container with Desert Eagle and shotgun ammo in it. You might be tempted to peek out and see what's going on, but don't. After passing over you, the crane picks up a container and backs up, slamming it against the wall and killing the operator (and Max, if he had been in the way) in the process. So it's safe now, right? Nope, think again, because a couple of thugs appear from where the crane picked up the container and are currently running all the way down to where you're hiding. Check to see how close they are every once in a while, but don't actually confront them until they're within shooting range. The thug in front drops a painkiller, so pick it up and run down to the other side, the level will end when you reach the end. 002.23 - Chapter 2: Family Troubles Head out into the row of containers, but crouch down behind one of the crates on either side and watch the crane crawl up to you. There's a thug at the top shooting at you, so back away from the crate and take him out with your Beretta. When he dies, the container blocking the path under the crane is conveniently raised up, although a pair of thugs come at you from under the crane almost immediately after it is. Switch to a weapon that packs more of a punch and strafe or shoot-dodge out to meet them after they've passed under the crane. Continue down the row and take a left, you'll find a group of three thugs waiting for you. It's easy for them to catch you by surprise, and the end result for doing so is pain, so make sure you're ready for them to jump out. Since they attack one at a time, though, they don't have much else going for them without the element of surprise. Gun them all down and head over to the next row. You'll hear someone yell out, "Raise the bridge!" and see a thug run off to the right, but another thug is running down the left wall towards you. Kill him and move to the other side of the row, you'll see the thug waiting by the now-raised bridge. Strafe out and unload a few rounds into him before he has the chance to react, because he happens to be carrying around a grenade. With the bridge raised, you'll either have to find another path that leads across or a way to lower the bridge. Either way, you'll have to go down the row to find it. When you reach the first blue/green container on your left, though, you'll hear a thug talking from inside one of the containers. The door is locked, but eventually the thug opens it, so be prepared to kill him before he knows what hit him. Explore the small room, which contains a few interesting items, including a briefcase full of money, a piece of paper with the word "Mayor" written on it, and a new weapon - the sniper rifle. There's also a painkiller sitting on the table, so don't forget to pick it up as well. Follow the row to the end and take a right, there's a small barge that you can use to cross to the other side of the area. You'll see a thug walking away from you, but he won't spot you. Either sneak up behind him and take him out or use the sniper rifle if you really want to (remember that you have to hold X to zoom in on the scope). Regardless of how you kill him, his death will alert another thug of your presence, so be ready to repeat whatever strategy you chose. Once on the other side, you'll find that the area where the bridge is has been blocked off from where you are by a chain link fence, and none of the doors on your side are open. However, if you look at the warehouse walls, you'll see a few signs that read, "Caution! Use wheel blocks when parked in this area." And coincidentally, there happens to be a truck-trailer parked right in front of you with a wooden wheel block. Shoot the wheel block with you Beretta, and the trailer will roll back and smash into the bridge, effectively lowering it. Return to the barge and cross back to the other side, but use the walls for cover when a thug rolls out and begins shooting at you. Step out and return the favor, and then look down the row. A thug with an Ingram all the way at the other end of the row will shoot at you, so wait around the corner until he gets close enough to shoot at. When he's dead, another two thugs - with shotguns this time - appear and also come down to fight you. As boring as it is, wait there until they too are close enough to kill. Afterwards, run down the row and cross what's left of the bridge. A thug from an office on your right will come out and shoot at you, so be ready for it and shoot back. A second thug is waiting in the warehouse down at the end, but you can kill him from where you are. Enter the office where the first thug came from and pick up all of the weapons and painkillers inside. The first room contains a cabinet full of painkillers a pair of grenades, and the one behind it has Desert Eagle, sniper rifle, and shotgun ammo, as well as another painkiller. When you go to leave, however, a thug will run in, although he mainly ends up attacking the desk that's between the two of you. Leave the office and run down to the end of the area. Enter the warehouse where the one thug came from to complete the chapter. 002.31 - Chapter 3: With Rats And Oily Water You begin the chapter in another warehouse with a thug standing on top of a container farther back. Without even taking a step, take him down, but immediately afterwards look back down near the vertical metal girder next to the crates. Although it doesn't look like there's any space to fit through, there happens to be one wide enough for someone to fit through right behind that girder. And as you'd expect, someone will be, very shortly after killing the one thug. Occasionally he'll run around the entire row of boxes, but more often than not he doesn't. Kill him, and follow the perimeter around to the right, where you'll find a shelf with Desert Eagle, Ingram, and shotgun ammo. After collecting all of the weapons mentioned above, head down the row where the one thug came from, but crouch behind the small stack of boxes on your left. A couple of thugs will appear on the other side of the shelf blocking your path, one of which is on a catwalk above you who throws a grenade. The boxes should protect you, although there's still a chance of being injured anyway. But considering that the only other option is to try and run back around, it's safer to take the chance behind the boxes instead of being caught in the blast and shot in the back at the same time. After the grenade explodes, strafe out and kill the one thug right behind the shelf, followed by the one on the catwalk. Take a right between the two stacks of boxes, but be ready to retreat. Just after you turn the corner, someone out of your field of vision throws a grenade in your direction, forcing you to dive backwards behind the nearest box. After it goes off, presumably the thug who threw it appears from around the corner trying to catch you by surprise. Kill him and pick up where you left off before the grenade was thrown. Around the next corner on the left is a thug, as well as a guy on the catwalk directly above you. Focus on the latter first, since you're an easy target almost anywhere on the lower level and you can simply shoot throw the bottom of the catwalk. Once he's dead, turn the corner a take out the other thug. Afterwards, run up the ramp that leads to the catwalk; there's a container blocking the direct route to the door, so go around counterclockwise but watch out for the thug who enters from the door on the other side and goes to meet you. When he's dead, check out the container in the far right corner that's open. Use the smaller crates and boxes to get inside and collect the shotgun ammo and painkiller. Open the door at the end, but immediately duck back inside. A crane will slowly creep over to the edge of the platform in front of the doorway, and there's a thug standing on it. When it stops moving, strafe into the doorway again and take him out. This area is a maze of containers, and you need to maneuver the crane along the track to get from one end to the other. However, there are quite a few enemies hanging around, as well as plenty of items. The area itself, though, looks something like this: ______________ | End | __________ |______________| | | __ _______ | | | | | | ____________________________| | | | | 1 | __ | | | | |_______| _______ | | | | | | | | | | | | | | | 4 | | | | | | | |_______| | | | | | | | | | | | | | | | | | | ________ | | | | | | | | | | | | | | | | | | |__________| | | | | | | C D | | | | | |______________________________| | | | | |______________________________| | | | | | | | | | | | ___________ | | |________| | | | | | | | | | | | | _______ | | | | _____|__|_____ | | | | | | | | | 2 | | | | | |______________| |_______| | | | | | | | | |___________| | | | | B | | | |______________________________| | | |______________________________| | | | A | | | | __________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | _______ | | | | | | | | | | | | | | | 3 | |__| | | |__| |_______| | | ______________ ____________________________| | | Start | |__________| |______________| Before even moving, equip your sniper rifle and kill the thug in the guard tower in the far right corner (Tower 1 on the diagram). Afterwards, push the button in front to make the crane move forward, and point your rifle's scope to the left, directly over the spare sniper ammo. There's a thug in the guard tower marked Tower 2, but you have to kill him before the crane stops since the stack of containers will block your view otherwise. With that thug out of the picture, move the crane left and wait around until it stops. Look back towards Tower 3 and snipe the thug inside. Move down and jump into the tower, you'll find sniper rifle ammo and a painkiller. At the same time, three thugs appear from Point C on the ground and begin shooting at you with Berettas. Return fire, but tip the scales in your favor by using the rifle instead and bullet time. If possible, try not to pick up the ammo in the tower until after you kill them, for obvious reasons. When the group is dead, jump back into the crane and move forward towards Tower 4. You won't see the thug in the tower until you pass the large stack of containers, so you can kill him with a closer-range weapon like the dual Berettas or even your shotgun. You'll find the same items from Tower 3 - sniper rifle ammunition and a painkiller - inside, and just like before a couple of thugs (only two this time) appear on the ground. When they're dead, return to the crane and take it from Point C to Point D. Explore Tower 1 and pick up the Desert Eagle and sniper rifle ammo, as well as yet another painkiller. Two guys appear at Point D, so go through the routine one more time and kill them. Jump back into the crane, and from the crane you can jump to the platform. Enter the door to complete the level. 002.32 - Chapter 3: Pissing Punchinello Off Although it usually isn't a smart move to intentionally jump off a platform of any kind, make an exception in this case. Drop down onto the red container in front of you, and then step backwards and jump down to the ground level. A thug is on the other side of the container, and he'll run around to the other side. Kill him, and then position yourself so that you're still behind the container but can see the catwalk across from you on the other side of the warehouse. Two guys will appear from a door from the left and run down to the catwalk, either jumping down halfway or coming down the ramp at the end. Either way, keep an eye on where they are and gun them down from behind the container - just be sure that you aren't ganged up on if each one appears from a different side. Run past the ramp that leads up to the catwalk and look to your right; you'll see a small area enclosed in a fence with a metal gate keeping you out and a thug standing around inside. Strafe out and kill him, and then run up the ramp. Head over to the small room at the end and look out the window. Max will let you know that the ship outside is Boris', and you can even spot a thug standing on the deck. Shoot him from the room, and then push the button by the door to unlock the gate at the other end of the warehouse. A couple of guys will run out and come find you in the room. Equip your shotgun and sit in front of the door; when they appear at the doorway, pump a round into each of them and then head over to the fenced-in area. There's another open red container to your right from the catwalk with shotguns, Desert Eagles, and a painkiller in it. In the enclosed area itself, there's some Beretta, Desert Eagle, Ingram, and shotgun ammo on the shelves and tables, as well as a painkiller. Leave the warehouse through the door to complete the level. 002.33 - Chapter 3: A Dangerous Game There are two crates on the dock where Boris Dime's ship is, and each one has a thug hiding behind it. However, the one farther down on the left is visible from where you begin the level, so quickly take a shot at him and run down the steps. His buddy will come out from his hiding spot afterwards, so shoot- dodge forward and kill him. Afterwards, use the ramp leaning against the ship to board it. Someone at the stern on the other side of the large container to your left will spot you, and they'll run around it to find you. Wait by the crates until they appear, and then kill them. Look around the container so that you can see the other side, you'll see a thug standing at the top of the stairs in front of you. Kill him, but before running over to his body head back to the front of the ship and break the small box for an extra painkiller. Now run up the stairs and enter the ship from the left side; a thug will probably see you, so be prepared to shoot as soon as the door opens. Inside you'll find a ringing telephone with Angelo Punchinello on the other side, and to say that he's mildly upset with your meddling would be an understatement. There's also a cabinet with four painkillers in it, but don't use any of them if you can. Open the door behind you, but watch out for the thug at the bottom of the first set of stairs with a grenade. Obviously, you'll want to stay out of the doorway to avoid the explosion, but afterwards, run down the stairs and kill the three thugs scattered around the stairway. At the bottom are two final thugs, so step out for a moment and fire off a few rounds to kill them. Enter the boiler room to the right of the stairs to meet Boris Dime. He's standing in the back of the room with another three goons in between. Luckily, there are plenty of machinery and crates that can be used for cover; however, you can sit in the stairway and lure the three of them into the corridor. That just leaves Dime. Dive between the crates and machine parts until you reach a couple of crates stacked on top of one another near Boris, who's strafing back and forth, ready to shoot or throw a Molotov Cocktail as soon as he sees you. Like before with Jack Lupino, the main problem here is dealing with Boris Dime's health points, so when you attack, use a weapon that will pack one hell of a punch - dual Ingrams will do the trick. However, you might want to consider lobbing a grenade over the crates instead, since the blast will also ignite the flammable pipes behind him. The combined power of the explosion is more than enough to kill Boris. When Dime dies, you'll see a door at the end of the room that leads to where the weapons are stored. But before heading inside, go back to the top of the ship and use any of the painkillers that are left in the cabinet. There's also shotgun ammo, Ingram ammo, and a painkiller in the corner of the boiler room on your immediate right, and another painkiller on the crate near the back. After collecting all of that, enter the hull where the weapons are stored. Vladimir will congratulate you over the loudspeaker and tell you to load up with as much as you can carry. Take his advice - you should finish this level with all of your weapons full of ammunition. You'll also find a new weapon, the Colt Commando, which from here on will be the best weapon in the game in just about any situation you find yourself in. When you're good and ready, leave the boiler room and head up the stairs for the chapter to end. 002.41 - Chapter 4: No Payne No Gain Objective: Escape from the restaurant Rather than risk an all-out assault on Punchinello's manor, Max calls up the Don and asks to cut a deal with him. Punchinello agrees to meet at his restaurant, Casa Di Angelo, but this sounds way too good to be true. And knowing Max's luck, things aren't going to work out as well as he's hoping they will. When the level begins, everything seems quiet enough. But as soon as you take a step forward, a bomb will go off and the restaurant will go up in flames. From then on it's a race to escape through the back before the exits are engulfed in fire. First of all, jump over the railing on the right and climb over the booths. Run to the back and go straight through the double-doors that lead to the back rooms. There are a half-dozen shelves to your right that are concealing a door, so quickly duck between the second and third shelves and head through before the one collapses and knocks the others over like Dominos. If this happens, you'll be cut off from the door and unable to continue. Make your way down the hallway, avoiding contact with the walls, until you reach a lounge area. The exit is on the left side of the room, and there is only a small path in the middle between the other walls of fire. Simply run forward until you see a break in the flames, and then take a left. The hallway leads to another lounge, which is almost entirely consumed in the blaze. |~~~~~| |~~~~~| ~~~~~ - Fire |~~~~~| | ___ | | ___ |________________________ | ___ |. . |. . | . .| . .|. . | | |____|____|____|____|____| | . . . | | . ~~~~~~~~~~~~~~~~~~~~ . | | . ~~~~~~~~~~~~~~~~~~~~ . | | . ~~~~~~~~~~~~~~~~~~~~ . | | . ~~~~~~~~~~~~~~~~~~~~ . | | . ~~~~~~~~~~~~~~~~~~~~ . |_________ | . ~~~~~~~~~~~~~~~~~~~~ . . . . . Max Payne | . ___________________________________ | . | | . | Follow the right wall over until you reach a couple of tables under an overhang; you have to climb over them and take a left at the end. You'll see a set of stairs on your right that looks promising, but they too are up in flames about halfway up. Instead, there's a hallway on the left that leads to a different set of stairs. Follow the hall down and enter the last door on the left to complete the level. 002.42 - Chapter 4: Put Out My Flames With Gasoline Like before in the restaurant, the office you begin in isn't ablaze at the moment, but take a step in any direction and everything immediately goes up in flames. Take a right and open the door next to the cubicle, but don't go into the hallway. There's a small flame running along the floor that's about to hit an explosive, and if you attempt to make it past instead of waiting it out, you'll be caught in the blast. After it explodes, head down the hallway, jumping over the cabinets and shelves strewn across the floor, and turn the corner. The floor here is on fire, except for a small path that's just wide enough for Max to pass through. The hallway leads into a kitchen, and unbeknownst to you, a gas pipe is about to explode and land right where you're standing. So obviously, the smart thing to do would be to step back as soon as you hear (and see, since the explosion will cause the screen to rumble) it and let it slam into the wall. Now enter the kitchen and run over to where the gas pipe was. The walkway is engulfed in flames and most of the shelves are too, with the exception of the very end. You can climb onto it and drop down on the other side; afterwards, head through the double-doors on the left to finally escape from the inferno. But you still aren't quite done yet. You might not have to worry about avoiding fire, but now some of Punchinello's thugs are back here waiting for you. As you enter the second kitchen, shoot-dodge forward and kill the thug standing on the other side of the room. There are some painkillers in the left corner if you need them, and the stairs in the back lead downstairs to the exit. However, there are a couple of thugs waiting for you, but you can have some fun and kill them at the same time. In the far right corner is a dumbwaiter, which leads right to where Punchinello's goons are. Throw a grenade down, and within a few seconds it'll explode and take them out - there's even a spare grenade on the table near the dumbwaiter to replace the one you used. Head downstairs and explore the back of the room; as Max puts it, "The mobsters had been guarding a real treasure, the way out of this disco inferno." Equip your Ingrams and drop down into the sewer, immediately shoot- dodging forward down the stairs and taking out the three thugs who appear from the left in the process. Behind them, there are another two thugs at the end, so chase after them before they get too far away. Follow the walkway around to the right, killing another thug around the next corner under the walkway, and then take a left. Two more thugs are standing at the base of a metal staircase that leads back outside, so kill them and head up to complete the level. 002.51 - Chapter 5: Murderous Hearts Objective: Kill Angelo Punchinello and the Trio Since Punchinello doesn't seem interested in meeting with you face-to-face, it looks like you'll have to find him yourself in his mansion. But before you can take out your revenge on the Don, you'll have to get past the Trio first: Vince Mugnaio, Pilate Providence AKA "Big Brother", and Joe "Deadpan" Salem. It's probably tempting to use the Colt Commando, and for good reason, considering what a great weapon it is. But none of the goons in Punchinello's manor carry Colt Commando ammo, so if you waste it now you won't have it for later when you need the extra firepower. At least in the first one or two levels in the chapter, stick to your Ingrams and shotgun. You begin in Punchinello's wine cellar, and the goons guarding it have been killed already. Run down the stairs and enter the door on your left; there's a corpse on the table with a message pinned on him, leading Max to believe that Mona had somehow managed to escape from the manor. Leave the room and continue farther into the cellar, but keep your crosshairs focused on the doorway on the other side. Around the time you pass the first shelf, one of the Don's goons appears and takes a shot at you. Kill him before he can get away, and then go after the other two guys at the end of the corridor. Luckily, they stay where they are and don't have grenades to throw, so this shouldn't be a problem. There are a couple of painkillers and some Beretta on the shelves in the one room, but avoid taking them if you can right now. At the end of the corridor where the two thugs were is a door on your left that's fairly easy to miss containing another painkiller. Just be careful when you go inside, because there's a thug standing in the corner by the door waiting for you. Afterwards, continue deeper into the cellar; you'll see a thug run into the next room, but he isn't alone. Stand in the doorway and kill one of the three when he comes into view to attack. Kill him, and then shoot-dodge into the room with your Ingrams equipped; the remaining two thugs are on your left, and they spread out to different ends of the room if you don't gun them down quick enough. Go back and collect any of the painkillers still in the cellar, as well as the ammo on the shelves scattered around the wine cellar. Head up the stairs in the last room, which leads into the main floor of the manor, specifically the kitchen. The door on you left is locked, and one of the members in the Trio - Pilate Providence - is in the room directly in front of you along with another two thugs. Open the door and throw a grenade inside, but make sure to aim high enough to clear the overturned table. The resulting blast will kill the two goons and take out a good portion of Pilate's health. Afterwards, run into the room and shoot-dodge around the table, firing at Pilate with your Ingrams. Combined with the damage from the grenade, you should be able to kill him before the shoot-dodge finishes. Return to the kitchen, but be prepared for the two thugs who appear from the previously locked door on the other side of the room. The Tarot cards on the counter lead to a short cinematic, and there are three painkillers in the corner under the cabinets, but not much else in the kitchen. Head through the other door, which leads to a two-level room, and kill the thug on your floor. Afterwards, face the door you came from and look straight up onto the balcony above you to spot the other goon. Unload a few Beretta rounds into him, and then head through the door at the other end of the room. 002.52 - Chapter 5: Angel Of Death This room seems safe at first glance, but there's one particularly sneaky thug hiding behind the plant on the left side of the room. Strafe out of the doorway and kill him; afterwards, you can screw around with the piano to play the Max Payne theme song. Enter the door on the right, but back away as the two thugs by the bar shoot at you. Wait in front of the door for them to come after you, killing them as they do. Check behind the bar for three painkillers, Ingram, and Desert Eagle ammo. The door opposite of the bar is the main staircase, which only has a pair of thugs guarding it. As you enter, the one on your level will run up to the top by his partner; you'll want to try and stop him, but it isn't the end of the world if you can't. Stay close to the stairs to avoid the gunfire, and then step back and shoot back when they pause to reload. Run up the stairs and take a right (since the door on the right is locked) and open the door on that floor. Joe Salem, another member of the Trio, is waiting inside with a couple of thugs inside. You can throw a grenade in if you want, but you have a little more room to play with if you want to hold onto your grenades and shoot-dodge instead. Just keep in mind that one of Salem's goons is in the far right corner and there's a chance you won't see him at first glance. When you've killed another third of the Trio, head over to the other door in the main staircase that was locked. You'll see a thug standing in the doorway when you leave the room with Salem who runs back inside and locks the door behind him. Stand by the door and you'll hear them inside talking about Max, ending with, "This will stop anything. Take cover." That's your queue to get as far away from the door as possible, preferably in front of the room on the other balcony. The thug you overheard will fire an M79 round at the door, destroying it, and will continue firing rounds after that. However, they only reach what used to be the door, so you don't have to worry about being hit. Standing on the other balcony, equip your sniper rifle and take him out. Enter the room and swing the camera around so that you can see around the corner to the right. Shoot-dodge over and kill the two thugs standing by the bed, and then head through the door on the right. 002.53 - Chapter 5: Trouble On Dagger Heels There are three painkillers in the cabinet mounted against the wall, so pick them up and leave the bathroom. Kill the thug in the bedroom, and then check out the bed where the corpse of Lisa Punchinello is for a short cinematic. Continue into the next room and pick up the ringing telephone. The mysterious caller who's dropped you a line a few times before introduces himself as Alfred Woden, and tells you that an armed helicopter has landed on the manor grounds. There isn't anything you can do about that now, so enter the next area - the balcony from the previous level - where the third and final member of the Trio, Vince Mugnaio, is waiting. With either your Colt Commando or dual Ingrams equipped, run to the other side of the balcony and shoot-dodge at the very end; Vince Mugnaio will run out from the corner, so hit him with everything you have. Like the others, Mugnaio's a pushover, and killing him isn't very difficult. With the Trio out of the way, the only thing standing in the way of you and the Don is the two goons in the next room. It's easy to miss one of them, since he's standing right by the door, but without that element of surprise they're no match for you. Before entering Punchinello's room, make sure to equip your Colt Commando. A cinematic will play where the Don begs for his life and swears that he was only following orders from someone even higher up the chain of command. And it turns out that he's telling the truth, because a group of "Killer Suits" as Max calls them burst into the room and assassinate Punchinello. Kill them and attempt to leave; although when you enter the area with the balcony you'll find yourself completely surrounded and hopelessly outgunned (well, more than usual anyway). Like before, poor Max can't catch a break. Part 2 ends with the mystery woman in charge injecting you with an overdose of Valkyr, and everything goes black. 003.0 - Part 3: A Bit Closer To Heaven "Just when you though you had reached the deepest depths of horror, it suddenly got worse. How to turn off that small voice inside your head that started to whisper that you should be glad that now, if not before, your revenge was justifiable on any conceivable moral scale. That small voice proved, beyond any doubt, that I was damned." 003.01 - Prologue: A Vortex Of Green Blood The second nightmare sequence is broken up into three parts, but it's still about as long as the one before it. Like before, you're permanently in bullet time and involves running around in circles for a while. Nothing fancy here, just follow the level along the set course. You begin in an office with a single door in the far corner. Leave the room and run down the hallway, and you'll hear Michelle talking. After you reach the den in the Payne residence, go upstairs and enter the baby's room. Continue into the bedroom to complete this part of the level. 003.02 - Prologue: Funny As Hell Yeah, you're back in the office again, except this time the walls are on fire. There's a letter on the desk, which reveals to Max, "You are in a graphic novel." Afterwards, pick up the ringing phone on the other side, although you only hear random babbling. Leave the office through the same door as before, only to be sent back to the office again. Check out the letter again, which changes to "You are in a computer game, Max." The telephone call is also different, and in this case is a bit more comprehensible. The caller tells Max, "...Don't lose it! It's Valkyr, the drug! Snap out of it! Try to remember..." Leave the office one more time and you'll end up at Max's front door. Enter the den, which is now covered in the wallpaper from the baby's room, and go upstairs. There's a new room that mainly empty, with a doorway in the far corner surrounded by candles. Head through the door and run down the hall. 003.03 - Prologue: The Killer Was Smiling Run down the hall, and you'll eventually be standing in front of another blood trail jumping puzzle. Start ________| |________ | | First Level | | O _____O | | | O O | O | | O______| O______| O | | | X|______O __________ | ____ | | |____| | End |__________| O | |______O O_______ Second Level | O | | | | O _____| O | | |_______O X O_____ O | | | It's basically the same type of puzzle as before, with a few exceptions. The most obvious one is that you have to work on multiple levels this time. When you get to the end of the first blood trail, you'll have to jump down to the next level over to the right. This isn't a big deal since you can see where you have to jump, so it isn't a leap of faith. After that, the only other time you have to change levels is when you reach Point X labeled on the diagram. The two levels overlap each other, and the X acts as the guide to where they line up. In case that doesn't make sense, from the corner on the first level labeled Point X, jump off the edge and land on the blood trail directly below you (also labeled Point X on the second level). There are also a few clues to point you in the right direction if you get lost. If you reach a dead-end that isn't where you're supposed to be, Max's baby will let out an extremely painful scream. If that happens, turn around and try another route. Also, you'll want to be going in the back right corner, starting from about nine-o-clock and ending up at about three after going in a clockwise circle. As you get closer to the end, you'll begin seeing flickers of a candle in the distance. Try to take whatever path leads to the candles. The end of the maze is a small "island" with the baby's overturned crib on it surrounded by candles. Jump from the end of the last blood trail and onto the island; the game will fade out, and you'll end up in Max's bedroom. In the room with you is the suit-version of Max that you played as in the very first level. The other Max will scream out, "Murderer! You killed her!" and opens fire at you with a Beretta. As bizarre as this is, don't forget to defend yourself - if you die, you have to start over from the beginning of the level. Kill the other Max with your dual Berettas; when he dies, the prologue finally ends. 003.11 - Chapter 1: Take Me To Cold Steel Objective: Investigate the Cold Steel Foundry Before everything went black, the mysterious woman had said, "Take me to Cold Steel." With Punchinello dead, it's your only lead, so you'll have to infiltrate the foundry and search for clues. Lucky for you, Max sneaks past the guards outside and climbs onto the roof during the introduction cinematic, so you don't have to worry about doing it yourself. Run over to the skylight and shoot out one of the sides with your Beretta. Drop down onto the crates and look into the next room; you'll see a red laser tripwire being emitted from a gray sensor. Shoot the sensor to destroy it; you'll be safe from the resulting explosion if you're back against the wall. Head through the door on the right, which leads to an office overlooking a warehouse, and listen to the radio report. Afterwards, collect the grenade, sniper rifle, Colt Commando ammo (sorry, no gun), and painkiller on the shelves and in the cabinets. Leave the office and run down the catwalk; there are two mercenaries on either side of the area walking away from you, so sneak up behind the one on the left and take him out. Pick up his Colt Commando and use it to kill the other mercenary, who will be coming to find you as soon as you open fire on his comrade. It seems like the warehouse is empty, but there's one particularly clever mercenary hiding in one of the first container (with "Cold Steel" printed on it in red letters). He'll eventually come out and attack you if left alone, but it's a much better idea to engage him yourself. Just be careful about opening the container, because the mercenary inside has a pump-action shotgun. Opposite of the container is another small office with more ammo and painkillers in it, but as soon as you enter it another guard will appear from an adjacent warehouse and attack you through the glass. Run out and kill him, and then collect the Desert Eagle and Colt ammo, as well as the three painkillers in the cabinet on the wall. Leave the office and open the warehouse door in the left corner. There are three mercenaries inside, so step out from behind the wall and shoot at them with either your Colt Commando or shotgun. Head inside and over to the door on the right to complete the level. 003.12 - Chapter 1: Operation Dead Eyes There are a couple of sensors in place in this room, and destroying them at this distance would be suicide. Back up into the previous room and shoot it out, and then reenter the room. Someone will throw a grenade through the space in the door where the glass should be, so retreat to the previous room one more time and let it explode. Crouch in front of the door and point your crosshairs right in the center; within a few seconds the mercenary who threw the grenade will come in to finish the job, only to walk right into your line of fire. After you kill him, head through the room and enter the warehouse where the mercenary came from. Press the button on the left to open the large warehouse garage door, but immediately back away. There are two mercenaries on the other side - one with a grenade - who will attack you as soon as the door opens. You can either stand your ground and kill the mercenary with the grenade before he throws it, or dive behind a crate to avoid being caught in the blast. Both are a bit risky, but it's probably a better idea to try and avoid the grenade. The garage door will probably close by the time it explodes, so open it again and kill the two mercenaries standing on the platform. There's another mercenary on the second level, so run up the ramp on your left and kill him as he runs across to meet you. Pick up the three painkillers in the cabinet on the back wall, and then run back down and cross the platform, picking up the Colt Commando ammo stacked on the crates as you do. Enter the warehouse directly across from the platform and you'll be in a room with molten steel covering the entire left side. ___________________ | | | | | | | | |___| ___| B | | | 2 | | | |___|_________| | | | |___ |_________| | 1 | | | |___| | A | | | | |___ | | | | | Max | |___|_____|_________| On the other side of the crates (Side B) is some ammo and a painkiller, but it can be tricky to get there. Jump onto the safety railing and shoot-dodge onto the solid rock labeled Rock 1. Make sure to dive straight forward so that Max hits against the wall instead of sliding right off the rock into the molten steel. From Rock 1, jump to Rock 2, and then climb over the railing and onto the other side. Collect the Ingram, Desert Eagle, and Colt Commando ammo and painkiller on the shelf, and then jump onto the crates to climb over to the other side. The garage door will open and a mercenary will shoot at you, but the crates make great protection and give you a good vantage point to kill him. Leave the room and take a right to the other side of the main area. Run across the other platform and pick up the sniper rifle, Beretta, and Desert Eagle ammunition, and then head through the green door on the opposite side of the platform. There's a laser tripwire set up with a mercenary behind it, and the sensor itself is blocked from view by a small box. Quickly shoot the box and destroy the sensor, killing the mercenary in the process, and shoot- dodge around the corner. Kill the second mercenary waiting for you, and then turn around and pick up the shotgun ammo in the area enclosed by a chain link fence. Head through the door around the corner, and you'll end up in a large, open area with a river of molten steel running through the middle and a small catwalk against the left wall that leads across. ______________________________ | | | |___| | |___| | |___| | | |__| x_____| |__| | | |__|_____________________|_____| | || | | || | | || | |x|| | |__|___________________________| |__| | |__| __ | | | | | |__________________|__|__ MP __| | | Enter the area and take a few shots at the mercenary on the catwalk. If you don't kill him within a few seconds, though, run back into the previous room to avoid the grenade the mercenary will throw at you. After it explodes, reenter the area and try and kill him again from the door, using the crates and metal girder for cover. When he dies, another guy on the other side will appear and shoot at you from behind a large metal container. Hide behind the metal girder and exchange fire with either your Colt Commando or sniper rifle. With the area clear, run up the stairs to the catwalk where the first mercenary was. There's a gap in the middle of the catwalk, so press the button against the railing to extend it out. As you do, another mercenary will appear from the room you came from and shoot at you, so take him out before you cross. At the other end, wait on the catwalk for a guy on the floor above you to appear and run down the metal staircase. When he does, run over and gun him down. If you attempt to run up to the second floor before killing him, he shoots through the floor with a Desert Eagle, making it difficult to get up without taking some damage. With the area clear, though, run up the staircase and enter the corridor through the door in the far corner. Run down the hall but keep your guard up, since a mercenary will strafe out from around the corner when you're about fifteen feet away. The same thing will happen another two times, and the second mercenary will drop a painkiller. At the end of the hall, head through the door and enter a long room with a bunch of crates inside. Two mercenaries appear from the door at the other end and hide behind the crates. If you wait for a few moments, however, they'll eventually leave the safety of the crates and come after you. Kill them and enter the hall through the door at the end. There's an office on the left with a couple of mercenaries in it talking about naming their weapons, but don't listen to the entire conversation. Strafe into view and shoot them through the glass, and then head inside. There's some Colt Commando and shotgun ammo on the shelves, as well as a walkie-talkie that leads to a cinematic. It seems that your presence has become known, and the guys running the show have decided to "destroy the evidence and vanish into the night" as Max puts it rather than risk the intruder finding out the secrets of Cold Steel. When the cinematic ends, leave the office and run down the end of the hall. 003.21 - Chapter 2: Hidden Truths Run forward and shoot-dodge through the door directly in front of you, shooting at the mercenary inside as you do. As you begin to come out of bullet time, swing the camera around so that you're facing the window and immediately begin firing through it at the second mercenary who appears from the other door. When they're both dead, check out the folder on the table for a cinematic, the Molotov Cocktails in the green cabinet, and the three painkillers in the cabinet on the wall. Also, don't forget about the Ingram, Colt Commando, and grenades on the shelf out in the previous room. With all of that taken care of, leave the office and head through the door where the one mercenary came from; there's a third mercenary hiding behind a door that's leaning against the wall. Kill him and take his place, you'll see a couple of laser tripwires with the gray sensor on the right wall. If you're standing in the very corner and shoot it out, the explosion will miss you. And of course, if all else fails you can stand back and toss a grenade in the room. The explosion from the sensor will cause a gas pipe to explode, and flammable gas will block your path. Use the wheel on your side to turn it off, and then head through the door and onto the catwalk. As you step onto the catwalk, two mercenaries will appear - one on each level. The one on the lower level will stand on a platform between the two catwalks, and the other will be on the opposite catwalk in the far corner. Back into the previous room and stand in the corner so you can only see the very last section of the other catwalk. Kill the mercenary standing there, and then walk out and pinpoint his partner, using bullet time if you have to. Afterwards, run across and open the door at the end. The room is full of laser tripwires - far too many to try and jump over - and the crates by the door prevent you from shooting any of them. Instead, open the door and throw a grenade inside; don't bother aiming, since destroying one will cause a chain reaction that will take the others out as well. Now, enter the room and pick up the grenade on the ground by the green door to your left. Leave the room through the other door, but watch out for a mercenary who appears from the room with the gas pipes. Duck back into the room and exchange fire with him, and then run down the catwalk to the next door. Again, the area's is completely covered in laser tripwires, so you'll need another grenade. Afterwards, head inside, but don't blindly run down the hall. Every few seconds, one of the two pipes in the area will emit flammable gas, so you'll have to wait for it to stop before passing by it. Repeat with the second pipe, and shoot-dodge around the corner. Kill the mercenary standing by the door and pick up the Ingram ammo on the red crates to your left. The door being blocked by the flammable gas is the one you have to pass through to continue, and the wheel that will turn it off is behind the locked gate. Look through the window and shoot the sparking control panel to open the gate, and jump over the railing to enter. Turn off the gas and head through the door. As soon as it opens, a bunch of explosions go off and destroy most of platform in front of you. Shoot-dodge across the gap and walk along the wall counterclockwise until you reach a crate in the far left corner. Jump on top of it and drop down onto the platform below you. Press the button on the railing to extend the bridge, and then head across. As you run down to the main floor a mercenary will appear from the container on the left. Kill him and explore the container, where you'll find the M79 - a grenade launcher. The door in the corner that's blocked by a forklift is the one you need to pass through, so shoot the barrel on it with your Beretta to move it. Enter the door to complete the level. 003.22 - Chapter 2: A Tight Operation The room you're in contains a laser tripwire about waist-high, and a door on the other side to your right. Before dealing with the tripwire, point your crosshairs at the door and wait for a mercenary to appear, and kill him when he does. Now, either jump over the tripwire or back up and shoot the sensor from the corner. Pick up the shotgun, Desert Eagle, and Beretta ammo on the crate near the door, and collect the painkillers in the cabinet on the left. Enter the next area, which is two levels, and look to your right. There's a door on the second level where a couple of mercenaries come from. One runs around the catwalk to get a better vantage point, and the other drops down to come after you. Step back into the other room and wait for him to appear, killing him as he bursts through the door. Now, look up about forty-five degrees and head through the door; you'll see the second mercenary standing on the catwalk above you ready to throw a grenade, so kill him before he gets the chance or hide in the other room and wait for it to explode. The bottom half of the metal staircase leading up to the second floor has been destroyed, so use the crates behind it to climb onto the grate above the conveyor belt. Jump down to the platform on the right and pick up the Molotov in the green cabinet, and return to the conveyor belt. Dive onto what's left of the staircase and head up, but watch out for the mercenary who bursts through the door as you reach the top. Before continuing, though, run over to where the one mercenary with the grenade was and jump over the railing to the girders. Follow them into the far corner, where you'll find a painkiller, Colt Commando ammo, and Ingram rounds. As you begin to head back to the other side, a mercenary will appear from the door on the lower level, so kill him before he can knock you over the side. When he's dead, you can shoot-dodge from where the two girders intersect and land on the metal staircase instead of following the girder back to the catwalk. Head through the door on this level and look left. There are two mercenaries standing behind a locked gate, so kill them and enter the room on the right, which also contains a mercenary. Inside, collect all of the ammunition on the shelves (including ammo for your Colt Commando, Desert Eagle, shotgun, M79, and a grenade) and the two painkillers in the cabinet by the door. Now check out the control panel, specifically the screen displaying elevator D-6. As the cinematic plays out, you'll see another mercenary coming through the locked gate. When it ends, quickly spin around and kill him as he comes through the door. Now that the gate's unlocked, pass through and enter the next area, which is a large, two-level warehouse. If you look down you'll spot a pair of mercenaries walking around on the ground level. Use the high ground to your advantage and gun them down from where you're standing before heading down via the ramp in the corner. On the lower level, run over to the platform on the right and pick up the M79 and Colt ammo. Besides that, there's a lever that controls the crane in front of the panel along with a sign against the wall that reads, "Do not operate crane when doors are closed." Ignore the sign and switch the lever on; the crane will lift up a stack of metal sheets and slam it into the warehouse door, cracking it. From the platform, equip either your M79 or Colt Commando and begin shooting the black sections to create a space that you can pass through. There are two mercenaries on the other side who will open fire when they see you (which is why you're doing this from the platform at an angle), so either shoot-dodge inside or throw a grenade in first. When they're dead, leave the warehouse through the door on the left and kill the mercenary on the other side of the laser tripwires to your left. Destroy the sensor and collect the Colt ammo and painkiller on the crate, and then head through the door at the other end of the hall. 003.23 - Chapter 2: The Next Doorway In order to cross the area and avoid being burned up, you'll have to jump into the mine cart and wheel yourself across. But before you do, shoot the laser sensor to your right. Now hop in the cart (not when the furnace hatch on the right is open, of course) and push the button in front to begin rolling forward. Keep your crosshairs focused on the left wall, though, as there's one more sensor that needs to be destroyed. Afterwards, equip your Colt Commando and wait for the warehouse door at the other end to open. When it does, kill the two mercenaries inside and jump out of the cart - just be sure to jump off to the right to avoid being run over by the cart. As the cart continues rolling along the track, the warehouse door on the left will open and another cart - this one with burning metal in it - will crash into it, killing anything and anyone near it. After the door closes again, run over and open it again. As soon as you can make it under, dive into the room and kill the two mercenaries inside. Pick up the Colt Commando ammo, shotgun shells, and grenade on the shelf, as well as the two painkillers in the cabinet, and then switch the lever labeled "Emergency Shut Off Valve". When you do, all of the furnace hatches with flames spitting out of them in the previous room will close. Return to the area with the carts and head through the door on the left. Kill the mercenary hiding behind the tipped shelf and dive around the corner to take out the second mercenary waiting for you. Collect the Colt Commando ammo on the shelf against the wall (there's quite a bit of it) and leave the corridor through the door at the end. If you remember back to "Hidden Truths", this is the area with the two catwalks that led to rooms with dozens of laser tripwires. Now you're on the lower level, and there are two mercenaries ready to take you down - one on the catwalk on the left, and the other on the platform connecting the two sides of the area. Use the vertical girder for cover and take them out one at a time. Afterwards, jump onto the furnace on your right and use it to cross over to the other side. Open the warehouse door and kill the mercenary inside before he can throw a grenade at you, and then call the elevator up. Equip a powerful weapon (either the M79 or the Colt) and stand in front of the doors, obviously farther back if you're using the M79. When the doors open, fire inside and kill the group of mercenaries coming to attack you before they can even leave the elevator. This is a bit easier to do with the M79, naturally, since you don't have to worry about aiming. Enter the elevator and push the button to head down. 003.31 - Chapter 3: Final Revelation When the elevator reaches the end, you'll see a pair of Killer Suits arguing with a mercenary in the next room. Eventually the Suits kill him and set the self-destruct system to go off. When all of that's been done, they'll spot you standing in front of the elevator, so duck behind the crates and wait for them to appear in front of the glass door. The glass isn't bulletproof, so just strafe out and shoot through it. Enter the main room and head over to the door on the right labeled "Processing". As you turn the corner, you'll come face-to-face with three mercenaries. Kill them and pick up the painkiller that two of the three drop, and then continue through the door marked "Test Facilities". Enter the door on the right with the same name to finish the level. 003.32 - Chapter 3: The Deep Six Follow the corridor to the right and pass through the already-open door marked "Test Subject Cells". The computer on the right with "Cell Access" on it will open the door for you, but you need the code first. Retrace your steps back to the beginning, but instead continue to the left through the door labeled "Laboratories". In an adjacent room you'll find a dead chemist who had been working on his computer at the time of his death. The screen presents you with the number 665, which conveniently happens to be the code for the cellblock. Run back and input the code to open the door. Find the door marked "Block B" and take the elevator down. Block-B is on your right after leaving the elevator, and you'll find a chemist in cell B-7 - the same chemist mentioned in a letter back in Hidden Truths who was caught stealing merchandise. Max convinces him to help him get through the decontamination chamber, so follow after him as he takes the elevator up to Block-A. As you leave Block-A, a couple of mercenaries will appear and open fire at you, so perform a shoot-dodge and kill them. Eventually you'll be back in the room with the dead chemist where you got the code 665. Enter the decontamination chamber on the left and the scientist will punch you through. When the process ends, so does the level. 003.33 - Chapter 3: Project Valhalla Run down the corridor and watch as the mercenaries gun down the scientist on the other side of the bulletproof glass. Head through the door and jump over the counter in the far corner (similar to the puzzle in Punchinello's restaurant) and enter the room labeled "Laboratories 2". Take the elevator down, and you'll stop at a room full of laser tripwires. Even if they'll all just a few inches off the ground, it's close to impossible to jump over them without making a mistake. Instead, throw a grenade inside to knock out the bulk of them. Afterwards, it's a bit easier to jump over the one or two that still remain. You'll want to make your way over to the right corner with a computer displaying a yellow logo. The following cinematic will tie most of the plot together, so be sure to pay attention to what's going on. It seems that Project Valhalla was designed to create a drug to increase the performance of soldiers, but it was cancelled due to unsatisfactory results. However, someone had been continuing to experiment with the drug unauthorized. So when some of the project data was leaked, everyone involved needed to be eliminated. The unlucky person who stumbled upon the data? A young woman named Michelle Payne. When the cinematic ends, make your way over to the far right corner and take the elevator labeled "Storage" up. At the next level, head through the door with the blue monitor next to it and enter the decontamination chamber. However, an explosion damages the computer involved in the decontaminating process, and the door won't open unless it finishes. And as all of this happens, the self-destruct timer begins counting down from thirty. Yikes! Look through the glass on your left and shoot the sensor against the wall. The resulting explosion will blast the door off, allowing you to escape. Now it's a race through the laboratories to reach the exit. Leave the room and enter the elevator marked "Surface Storage". As long as you're in this elevator going up to the surface before the timer reaches zero, the level will successfully end. However, the grate in the center of the elevator will collapse, and you'll fall through to your untimely death if you happen to be standing on it at the time. Obviously, the easiest way to avoid dying this way is by not standing on the grate as the elevator goes up to the surface. The chapter ends with Max running across the foundry yard as the building explodes around him. 003.41 - Chapter 4: Backstabbing Bastard Objective: Kill B.B. and escape from the Choir Communications garage With Cold Steel destroyed, Max is left without any new leads. But while taking a break in a diner he receives a phone call from B.B., the guy who was working with Alex while Max was undercover. He also set up the meeting between Max and Alex at the Roscoe Street station earlier; and as Max thinks about it more, he realizes that B.B betrayed sold him out. At the Choir Communications garage, Max reveals B.B. for what he is. The corrupt cop then escapes in a car and leaves his goons to finish Max off. The highest level of the parking garage looks like this: ______________________________ | x x | | x x | Level 6 | ______ | | | x x | | | Lvl | | | | | 5 | | | | |_____| | | | | | |______| | | | | Max | |______________________________| The first thing to do is find some cover, because a couple of B.B.'s thugs are coming to kill you from the other end of the garage. Run over to the wall directly in front of you and wait for them to appear from around the corner; they arrive a few seconds apart, which is plenty of time to gun one down and prepare for the other. Afterwards, head around the left side of the garage and look around the corner. You'll see two more thugs standing by the ramp leading down to the next level at the far end, so step out to lure them over. When they're both dead, run over to the ramp and repeat the same strategy. Four more thugs will be standing at the bottom of the ramp, but when they spot you they'll run up to find you. But luckily, they all line up and appear one at a time, so gunning them all down is almost too easy. Run down to level five and dive forward the rest of the way; a couple of thugs are standing at the bottom, so you'll want the extra few seconds to aim and kill them. ________ | | _____________________| PK| | | Level 5 | | | | | | | ________ | | | | | | | | | | | | | | | | | | |________| | | | | x | | x | | | | x x ______________ | ______| |___ ___| | | | | | | <- | | <- | |_________________| |____________| Once you're at the bottom, run over to the far corner to avoid the gunfire from the other thugs around the corner. And besides, there's quite a bit of Colt Commando ammo lying around - something you'll definitely want to pick up. As for the two goons around the corner, since they're on either side of the area and you have that annoying railing in your way, you'll have to take them out more carefully. First, back up until you can see the goon on the right. Kill him with your Colt, and then dive around the corner and kill his partner on the left. Collect any of the Colt ammo still lying around and enter the main area of the level five garage. About the time you reach the two corpses, the black van that shot at you before will appear and unload a few more rounds at you. Hide behind one of the pillars until the gunfire stops, and then wait there for the two thugs that appear from behind the van to reach you. Kill them, and then check out the far right corner for some painkillers in a cabinet. Afterwards, head down to level four via the garage door on the right and the level will end. 003.42 - Chapter 4: Alive And At Large There's a goon on your left around the corner who's about to step out and shoot at you, as well as a second thug coming up the ramp on the right. Pick one and kill him before the other decides to attack you. When they're both dead, step out onto the ramp and let the van shoot at you before speeding away. A passing car will explode and crash into the wall, and a pair of goons will jump out from the van. Only one will actually come up to meet you, so after you kill him you'll have to lure the other up with a gunshot or two. Now run down to level four and look around the corner. The area is set up similar to the previous one: ________ | | _____________________| | | | | | Level 4 | | | | | |___| | | x | | ________ | | | | | | | | | | | | | | | | | | |________| x | | | | | | | | | | x x ______________ | | |__ ___| | | | | | | <- | | <- | |_________| |____________| There are two thugs right around the corner, but a shoot-dodge with your duel Ingrams equipped will get the job done without too much trouble. The other two thugs on this level are spread out on the right side of the area. When you walk out into the main area, the black van will pass by and head down to level three; around this time, the thug closest to you behind the room in the center will run over to where you are. Kill him, and then go around and find the other one. With the area clear, head over to the ramp heading towards level three; in the left corner is a van with some Colt ammo and painkillers. As you pass under the garage door, dive forward. Two thugs are standing just around the corner, so you have to act quickly or there's a good chance they'll catch you with your guard down. Now run down to level three. ______________________________ | | | | | | | |__| x | | | | Level 3 | | x | | | ________ | | | | | x x x | | | | _____| | | | | | | | | | | | x x | x | | | |__|_ _| | | | | | | | | | | | | | | | | | | | x ___|__________ | |__|___|____ | | | | |________| | <- | |___________| The entrance to the main area is blocked by a locked gate, and a thug is standing on the other side waiting for you. Strafe out from behind the wall and gun him down, and then destroy the lock with your baseball bat or pipe. A metal fence is preventing you from going to the right, but if you look through you'll see B.B. drive past in the black car. Since there's nowhere else to go, follow the fenced-in area around the far side until you reach the end. There are two thugs around the corner, and as soon as they die another three on the other side of the area will come after you. Stay back and let them come to you; not only do you have plenty of things to use for cover, but a goon with a grenade is standing behind the three thugs who attack you. When the five thugs are dead, peek around the corner and let the thug use up his grenade. Afterwards, he's just a regular thug like the ones that are already lying on the pavement. Follow the area around to the other side of the fence. Two more thugs are hiding in the small room in the middle, but they run out to attack you as you run over. In the room itself, you'll find plenty of Colt Commando ammo and M79 rounds, as well as a radio that leads to a short cinematic. Afterwards, head through the garage door that leads to level two to complete the level. 003.43 - Chapter 4: The Name Of Your Enemy At the top of the ramp is a thug who's standing just around the corner. Kill him and peek around to the bottom of the ramp; you'll see another thug standing at the end, so head down and kill him. ______________________________ | | | ________ | ||________| ________ | Level 2 | x | | x | | | | | | | | | | | | | | |________| | | | | x x __ | | | | | | | | x | | _______|__|___ | | |__ ___| x | | | | | | <- | | <- | |_________| |____________| There are two goons standing on either side of the area, but as the black van passes by them with its wheels on fire they go up in flames and die. The van will crash in the far corner, and a thug will climb out and run down to where you are. Besides him, there are two more thugs on the floor - two behind a parked car around the corner and another on the far right side. As you head over to the right side of the parking garage, two of them (one from each side) will come out and attack you. Take cover behind the pillars and peek out occasionally to take your shots; if they get too close, shoot-dodge out and take care of them. Just be careful to avoid going past the parked car, since the second thug waiting there will have an easy shot at you. Instead, go around the burning van and peek around the corner until he comes out from behind the car. When he's dead, head down to level one. ______ | | _______________________| C| | | || | | | B.B. |__||__| x x | Level 1 | _____________ x ____| |=======| | |____| | A | |__ | | |_____________| | | | D |__| | | B | | | | __ | | | | | | | | x x | | | | | | | | | | x x _|__|_________ | | |__ | | | | | ____| | <- | |___|____| |_________| |________| The final level of the Choir Communications garage is set up a little different than the others are. There aren't any of B.B.'s minions hanging around the ramp, but there are two standing around the corner - nothing a shoot-dodge can't take care of. Afterwards, run over to the metal fence at the end (Point A); you'll see B.B.'s car crash as he attempts to leave. He still manages to escape from the wreck, though, and runs around to the other side of the area. A pair of B.B.'s goons will attack from the tollbooth in the corner, so hug the wall to avoid being caught in the gunfire. Not only does one of the guns have a grenade with him, but the other's also carrying a Jackhammer. It's tempting to use it right away, but you'll easily run through the ammo within one or two gunfights. Run over to Point B and swing the camera so that you can see around the parked car. You'll see three thugs coming around trying to catch you by surprise, so quickly shoot-dodge out with your Colt or Ingrams equipped. With the final three of B.B.'s personal goon squad dead, run over to the tollbooth and pick up the Ingram ammo inside. Now look down to the end of the parking garage where B.B. is. Step out and take a few shots at him, and eventually he runs over to where the metal fence is and stays out of sight. However, if you go over to sneak up on him, you'll find that he used the boxes on his side to hop over the fence. You can do the same and follow after him, but it's actually easier to stand where you are and wait for B.B. to run around and meet you. When he does, shoot-dodge out with your Jackhammer or Colt Commando and unload as many rounds as you can, as quickly as you can. B.B. is carrying grenades with him, which can cause you some trouble if you're dealing in close-quarters combat. When B.B. goes down, pick up the Colt Commando ammo by the parked cars and the four painkillers at Point C. Besides that, however, there's nothing else to do here, but if you try to leave past the tollbooth you'll find that there's no way around it. If you've been playing the game without the sound on, it might take you a while to figure out what you're supposed to do. Head over to Point D, where you'll find a ringing phone with your mysterious benefactor on the other line. He promises to give you "the name of your enemy" if you meet him and his associates at the Asgard Building. When the cinematic ends, so does the chapter. 003.51 - Chapter 5: In The Land Of The Blind Objective: Escape from the Asgard Building When Max arrives at the Asgard Building, Alfred Woden introduces you to a group known as the Inner Circle, a sort of Illuminati that secretly pulls the strings in political matters. As promised, Woden gives you the name of person at the top of the ladder: Nicole Horne, the president of the Aesir Corporation. In a case of "the enemy of my enemy is my friend", Woden recruits Max to kill Horne for them. In exchange for his services, the Inner Circle will use their influence to have the criminal charges against Max, which have probably piled up quite a bit by now, dropped. However, as soon as Woden finishes his speech, Horne's army of Killer Suits burst into the room and murders the entire Inner Circle. Max manages to escape from the room and run into the cellar, but now he'll have to fight his way back out. When you begin the level, run down the corridor and look around the corner. From where you're standing, shoot the sensor and wait for a mercenary to appear behind what used to be the sensor. Kill him, and then run to the opposite end of the corridor to pick up a painkiller. Afterwards, head through the doorway where the mercenary came from; the adjacent room is filled with pillars and shelves, which provides plenty of cover against the two mercenaries at the other end by the stairs. Peek out from behind a pillar and take them both out with your Colt, and then loot the room for spare Colt ammo and a grenade lying on a crate. Head upstairs and enter the hallway on the main floor. There's a sensor attached to the right wall that's moving around, so hug the wall until you're standing directly under the balcony. A mercenary is above you shooting straight down, but you're safe. Equip your grenades and toss one over the balcony to take out the sensor and the mercenary, and then continue down the corridor. Enter the door on the right and collect all of the shotgun ammo and painkillers; there's a security camera that shows the room where the corpses of the Inner Circle members are. Somehow, Woden survived the massacre, which is good news for Max as long as he keeps up his end of the bargain. After a few seconds of being in the room, you'll hear a couple of mercenaries outside talking. Eventually, one of them will say, "Cover me, I'm going in" before unlocking the door and attacking you. Keep in mind that this happens regardless of when or if you watch the cinematic, so don't stand around and get caught by surprise. When they're dead, run out into the hallway and kill the mercenary at the end of the hall; about halfway down on your left is the only unlocked door, so step into view and quickly kill the mercenary on the other side of the room. He's carrying Molotov cocktails, so you definitely don't want him alive any longer than he has to be. Pick up the spare Molotov cocktails and turn around; the elevator across from you will open and a second mercenary will run out. Gun him down as well, and then strafe over to the bottom of the stairway. About the same time you do, another mercenary will come down the stairs. Kill him and head up, but keep your guard up; there's another guy standing on the next set of stairs. As you reach the top of the stairs, the elevator door across from you will open, although there's no one actually in it. However, just stay where you are, because after a few seconds a mercenary hiding on top of the lift will drop a grenade down before jumping down himself. Kill him and pick up the painkiller he drops. Continue up the stairs to your right, but be ready to back up, because another mercenary at the top of the stairs will throw a grenade down. Take him out as well, and head through the door on your left at the top of the stairs to complete the level. 003.52 - Chapter 5: Providing A Service First, look to your right and collect the painkillers in the cabinet. Now head to the left side of the office; there's a laser tripwire about a foot off of the ground, with the sensor out of sight against the cubicle. You can either play it safe by throwing a grenade to destroy the sensor, or simply jump over the laser itself. Regardless of how you do it, after you cross the sensor the cubicle wall at the end of the row will tip over and a mercenary will shoot at you. Kill him, and then continue down the row of cubicles. A second mercenary will jump out from the last cubicle, and there's a radio with a news report on top of the filing cabinet. If you turn around and face away from the radio, you'll see another sensor just around the corner on your left. Shoot it out and explore the area; you'll find M79 rounds in the last cubicle. Backtrack to where the rows intersect and continue down and around the corner, jumping over the final sensor or destroying it with a grenade like before. Head through the door on the left and enter the hallway. Two mercenaries are waiting around at the end, and eventually they'll venture forward about halfway. If you want, toss a Molotov Cocktail down the hall and watch them go up in flames; or, if you want to stick to the basics, a shoot-dodge will work just as well. When they're dead, go down the hall and enter the last room on the left. You'll find just what Nicole Horne had been using to blackmail the Inner Circle into silence with, Candy Dawn's sex tapes starring our friend Alfred Woden, as well as the blueprints for the Aesir Corporation's headquarters. As Max puts it, "The high-rise was sealed as tight as a sci-fi fortress." Follow Woden's office to the end and head through the door in the next room to complete the level. 003.53 - Chapter 5: A Sci-Fi Fortress You begin the level on a balcony, with a mercenary on the opposite side. A few seconds after you take control, he runs out and heads around to meet you. Strafe left and shoot-dodge around the corner, unloading a few rounds into him in the process, and continue through the door on your left. Run down the stairs and kill the mercenary at the bottom of the first set; there are some laser tripwires at the end of the next set, so destroy the sensor and follow the stairs the rest of the way down. At the bottom of the stairs, you're presented with an option: to your right is an unlocked door, and to your left is another set of stairs. The stairs will take you deeper into the level, but head through the door first. There's a mercenary directly in front of the doorway and a second mercenary on the level below you with an M79. Kill the guy on your level, but then crouch down in the corner and let the mercenary on the lower level shoot at you. He only has a couple of M79 rounds, and after he wastes them shooting at the ceiling he switches to a Colt Commando. If he didn't kill himself from one of the blasts, equip your Colt and exchange fire with him before leaving the room and heading down the stairs. As a side-note, there's some spare shotgun ammo on this level in the far corner. At the end of this stairway are two doors. The one on the right takes you to the area with the dead mercenary with the M79. Pick up the ammo he dropped, and then continue through the other door and down the first few steps of the stairway. You'll overhear a couple of mercenaries discussing the best movie endings ever, and while it's tempting to listen to the entire conversation, you're better off catching them by surprise. Strafe out and gun them all down with your Colt, and then jump over the laser tripwire. Any of the surviving mercenaries will be at the bottom of the stairs waiting for you to come down, so be sure to be facing the correct direction and have your Colt or Ingrams pre-equipped. Pick up the grenade on the crates in the corner and head through the door. A Killer Suit is hiding behind some crates, but he jumps out as soon as you pass through the doorway. Kill him and jump over the laser tripwire (or you can shoot it through the gap between the crate and the wall); there's another set of lasers just around the corner, so throw a grenade around and take cover. When it explodes, follow the corridor to the end and enter the door on the left. 003.61 - Chapter 6: Byzantine Power Game You begin the chapter in an archives room, with a sensor against the one on your left. Shoot it, and all of the filing cabinets will topple over in a Domino effect. However, this also causes the two guys standing next to the cabinets to attack, so quickly strafe to the left and shoot-dodge out into the opening. Go over and collect their shotguns, as you do, another mercenary will run across the front where you started, so be ready to gun him down. A pair of mercenaries will appear on the balcony opposite you, but as long as you stay close to the row of cabinets they won't be able to hit you. Using them for cover, slowly back away and over to where you can attack them and take them out. Now head back to the front and jump on the first cabinet. Run along the tipped row and jump over the railing at the end. Follow the balcony around until you're on the side where the two dead mercenaries are. A third one will appear at the doorway at the end, but other than that you won't be attacked, and the first dead mercenary dropped a painkiller. The doorway at the end leads to a set of stairs with a single mercenary at the top with a grenade. Strafe out and kill him, or take cover and avoid the grenade if you aren't quick enough. Continue up the stairs and follow the hall past the stairs to find a cabinet filled with painkillers. Now head up the second set of stairs and enter the library on the right. There are three or four mercenaries in the area, but what you really have to worry about are the laser tripwires everywhere. Kill the mercenaries without setting any of the sensors off - the small shelves scattered around the room make for great cover - and then go around destroying the sensors. One tripwire is blocking the stairs leading up, and if you destroy it you'll also blow apart the lower half of the stairs. However, another one of the laser tripwires will also destroy a large pillar, tipping it over and sending it crashing into the opposite wall. Climb up and jump from the end of the pillar and onto the balcony on the other side. Enter the door at the end to finish the level. 003.62 - Chapter 6: Nothing To Lose Start to run down the hall towards the door at the end, but stop and shoot- dodge forward when the two mercenaries appear from the door on the left. One of them drops a painkiller, and if you follow the corridor they came from down you'll find a second one behind the last planter on the left. Return to the main hallway and continue through the only other door, which leads to an empty conference room. Head through the door on your right, and then an immediate left through the other door. Kill the two mercenaries standing right in front of you with a shoot-dodge, and then run around to the other side of the area and gun down the third mercenary, who's packing a sniper rifle. After his slow-motion death, a Killer Suit appears from the door behind you, so kill him and continue through that door. Run down the stairs, but watch out for the two mercenaries who break through the glass ceiling and rappel down in front of you. They do take shots at you before they reach the ground, so make sure to take them out before they get the chance. At the bottom of the stairs, you'll see the next stairway down to your left, except there's a metal gate blocking it. Instead, enter the corridor in front of you and cross the balcony overlooking the main entrance. Kill the mercenary on the balcony across from you, and then follow the path around until you end up in the circular area where the now-deceased mercenary is. Pick up the painkiller he dropped, and then continue through the door and down the stairs. 003.63 - Chapter 6: Clean Up Duty Enter the door on the right and kill the two Killer Suits standing around talking to each other. Dive into the room and take them out; there's a door in the far left corner that leads to the main lobby. As you pass through the door, a cinematic will play, showing a group of Killer Suits entering. There are five enemies that attack you here, but only three arrive in the first wave. And luckily, there's mainly on the right side of the room, as opposed to being spread out. Use the pillars around the outer ring for cover and make your way to the far left side so you can see around the fallen pillar in the center. A Killer Suit with a Jackhammer will come running at you, so swing the camera around and wait for him. Take him out, and then peek out from around the pillar and kill one of the mercenaries on the other side of the area. When he's dead, his partner will appear from behind the fallen pillar and coming running towards you. He has a pump-action shotgun, but by now he shouldn't be a problem. When he's dead, two more mercenaries enter the lobby from the main entrance. As long as you aren't taken by surprise, they're easy enough to take down. Afterwards, collect all of the weapons scattered around and leave through the main doors. 003.71 - Chapter 7: An Eye For An Eye Objective: Find and eliminate Nicole Horne This is it, there's nothing stopping you now. Nicole Horne is the woman responsible for murdering Max's wife and child, and now she's going to pay for it. Standing in your way is Horne's personal army, equipped with enough firepower to start a war, and a highly advanced security system - both of which need to be taken care of before being able to confront Horne. The former is simple enough, but you'll also have to find the security mainframe room and override the security locks, allowing you to take the elevators up to Horne's office on the top floor. The building that these final chapters take place in, Aesir Plaza, should look familiar to you - it's the same one from the opening cinematic. When you finally take control, run through the metal detectors, which sets off the alarms, and head straight until you reach the end where it turns to the left. Right around the time you're reaching that spot, three of Horne's guards will appear from around the corner and begin shooting at you with Ingrams. Shoot- dodge with your Colt Commando equipped and take them out. Now comes the frustrating part. If you spin the camera around and look down the corridor, you'll see a couple of guards on balconies at the end. Not only are they out of range for any weapon besides your sniper rifle, but they all have M79s. This means that you have to kill them extremely quickly, because one hit will kill you and they don't have to worry about aiming their shots. This puts you at a severe disadvantage, and no matter how good you are there's still a chance of being killed. The best way I've found to kill them and remain in one piece is to equip your sniper rifle and zoom in with your scope before strafing into the corridor. With that done, activate bullet time and step out into the corridor, looking up so you won't have to search for where they are. With bullet time, you'll have a few extra seconds to aim, but you want to do this as quickly as possibly. And besides, the sniper rifle is a one-shot-one-kill weapon regardless of where you make contact, so just worry about hitting them. You can probably kill two of them, but trying for all three is pushing it; a much better idea would be to dive back out of sight after taking two of them out. Afterwards, killing the third and final guard is pretty easy, with or without any bullet time left. With the three guards dead, run down the corridor. At the end, a pair of Killer Suits will walk in from the right. If you don't have any bullet time left (or just want to replenish it), hide behind the pillar and let them come to you. Pick up the painkiller that one of them drops, and then head through the door where they came from. Stand at the bottom of the stairs and look up; there's a laser tripwire about halfway up. Destroy it, and then continue up. Another set of sensors are planted against the wall between the two staircases, so you'll have to throw a grenade up to get rid of them. Now run up to the top of the first set of stairs and hide behind the pillar where the sensors were. There are two guards at the top of the second stairway - one actually in front of the stairs and another at the balcony overlooking the first set of stairs on the right. Take turns stepping out in one direction, shooting at one of the two, and then destroy the third laser tripwire halfway up the second set of stairs. Head up to the top and run forward, shoot-dodging to kill the two guards on either side of the area; just keep in mind that the one on the right has a grenade. When they're dead, explore the far right area where the one guard was standing and find the cabinet of painkillers at the end of the balcony. After that much-needed break from being shot at, return to the main area and kill the guard on the catwalk overlooking the stairs. Run over to where his body is and continue through the door. This area is where two of the three M79-equipped guards in the beginning were, with another guard carrying a grenade on the left. Pick up the M79 ammo, and then return to the stairways. Head up, destroying the sensor as you go, and take out the Killer Suit who runs out from the room on the right. The third M79 left over from the beginning is in that room, and the level will end by passing through the doorway on the left. 003.72 - Chapter 7: Stone-Cold Dead The corridor in front of you is filled with moving laser tripwires, which can't be destroyed. Instead, you have jump over or run under them. It looks complicated, particularly when there are two lasers moving in different patterns, but as long as you take your time it's actually pretty simple. First Set: The first set is straightforward; when the laser is near the ground, jump over it. Second Set: Now there are two lasers, and you'll have to wait a moment until you can pass them. Eventually, one laser will hang at the top for an extra second, allowing the other to catch up to it. Now that they're synchronized, jump over them when they're at the bottom. Third Set: This is the easier of the sets - just wait for it to move up to the ceiling and then run under it. However, when you do, make sure your Colt Commando is equipped, and immediately begin firing down towards the end of the corridor. When you're in between the third and fourth set of lasers, a guard will appear at the end and begin shooting at you. There isn't much room to move, and one wrong step will set off an explosion. But if you begin shooting before he comes into view, he'll walk directly into your line of fire and won't have time to get off a shot. Fourth Set: Same as the second set. Fifth Set: Same as the third set, minus the guard. Sixth Set: Same as the first set. At the end, look around the corner; you'll see a guard standing around, waiting for you to step out into the open. Dive out and kill him, but be ready for his partner to come out from behind the wall. When they're both dead, run over to the far right corner and find the cabinet full of painkillers at the end of the balcony. If you can, don't use them just yet. Return to the main area, but hide behind the right corner and lure the two new guards over to you; a shoot-dodge with your Ingrams or Colt will take them out without too much of a problem. Afterwards, walk over to the elevators and open the only available one (it's the only one with the green light). Mona happens to be in the elevator, and in the cinematic that follows you learn that she's been working for Horne, killing her enemies and cutting her ties to the mafia. But when Horne chimes in over the loudspeaker and orders Mona to kill Max, she betrays her boss and refuses. While the cinematic is taking place, though, a group of Killer Suits appears behind you and open fire. Mona pushes Max out of the way, and she ends up being shot instead. When you retake control, the three Killer Suits are standing behind the wall where the laser tripwires were. Quickly run around to meet them, and take them all out with a shoot-dodge. Now head back to the painkillers and heal yourself, because you refrained from using them before, you can go into the next part of the level with full health. Head back to the elevators and reopen the one Mona was in. Oddly enough, her body isn't there, less than subtly hinting that she probably isn't dead. The cinematic will pan out, showing the laser tripwires above you in the elevator shaft. You can either take the elevator up and shoot them as they come, or equip your sniper rifle and destroy from the bottom. Obviously, the latter is much safer; just remember to break the glass before shooting. There are five sensors in all, and you can probably take out four of them without a problem. The fifth might be too far away to hit, even with bullet time, so you may have to take your chances and try the first strategy mentioned. By all means, try to destroy it from the bottom, but make sure you have at least two sniper rifle rounds left in the end. When the elevator stops at the top, the doors will open and you'll see a pair of Killer Suits walking away from you. Dive out and kill them, and aim the shoot-dodge so that you wind up under the balcony when it finishes. There's another Killer Suit above you, so toss a grenade up to him and take him out. The elevators under the balcony are all locked, but there's an open door on the other side of the area that leads to the Control Room. Take out the Killer Suit inside, and then pick up the painkillers in the cabinet against the wall. Check out the control panel on the right labeled "Elevator Access" and press the action button twice (once to open the case, and then again to actually push the button). The blinds will open, revealing a new group of enemies in the main room (two Killer Suits and a mercenary). Dive out from the room and kill them, and then head over to the elevators under the balcony. One of them has been unlocked, so enter it to complete the level. 003.73 - Chapter 7: Take Your Pick As the elevator takes you down, Horne's private attack helicopter will appear and proceed to unload round after round at you. Hide in the left corner and wait for the elevator to stop; when it does, you'll find that the doors remain closed. Luckily, the chopper will destroy one of the glass walls (the left side), allowing you to the escape from the elevator to the adjacent elevator's roof. Quickly shoot the glass out and drop down to safety. Now take this elevator down to the mainframe room. When the elevator doors open, you'll hear a pair of Killer Suits talking about bullet time. Strafe out and kill them both, and then duck back into the elevator. A mercenary will come out from the right, so wait for him to appear in front of the elevator and kill him as well. Leave the elevator and look around the wall; there are two mercenaries on the catwalk and staircase in the back, and a Killer Suit behind a control panel just in front of them. Use the mainframes in the middle of the room (they're the four tall objects set up in a circle) for cover, and peek out to kill the two mercenaries on the catwalk. When they're dead, dive out and kill the Killer Suit. Now go back and check out the mainframes. To disable the security, you have to shoot the glass parts in the middle of each one. After two of them have been destroyed, a couple of guards will run out from the right, so kill them before finishing with the mainframes. When all four have been destroyed, Max will say, "All of Horne's locks were now off-line. All bets were off. The elevator would take me all the way up." The elevator at the end (where the first two Killer Suits were standing) is now open, but there's a guard inside. Kill him and pick up the painkiller he drops before taking the elevator up. It's a fairly long ride to the top, so take the time to admire the view of the city. Don't worry, there aren't any helicopters to ruin the moment this time. At the top, you'll be in a room divided in half by those metal blinds. As you pass through to the other side, two guards and a Killer Suit will run down the stairs to meet you. Wait for them to come down, and then take them out. Head up the stairs and stand on the right side; there are three guards on the other side, but they split up and attack you from both ends. The first two will come at you from the right, which is why you're standing on that side, so unload a few dozen rounds at them as they come through the doorway. Now wait for the third guard to run around from the other side, and then kill him as well. Pass through to the other side, which is Horne's office. Check out her personal computer, which Max destroys in a cinematic, and then enter the now- unlocked door on the left. 003.81 - Chapter 8: A Warrior's Heaven You finally come face-to-face with Horne, but she's standing on the opposite side of bulletproof glass with four Killer Suits protecting her. She escapes to another room, ordering them to take you down as she leaves. A Killer Suit opens half of the glass door and almost immediately two of them run over to your side. Kill them, but always stay behind the other half of bulletproof glass. When they're dead, the other two come after you one at a time, so kill them as well. Afterwards, the metal blinds open to reveal the attack helicopter. Horne will mock you over the loudspeaker as the chopper prepares to open fire. Before it does, run behind the sculpture to your right and crouch down behind it. The helicopter will fire hundreds of rounds in every corner of the room, but you're safe behind the sculpture. When it finally finishes and flies away, Horne will come back on over the loudspeaker to taunt you some more. Around the time she says, "accept your fate", the door she ran through will open and a pair of Killer Suits will attack you. Kill them and pick up the painkiller one of them drops before continuing into Horne's private study. The door in this room is locked, naturally, so the only path you can take is outside onto the balcony. Jump onto the railing and drop down onto the narrow scaffold on the other side. Run to the other side, but be careful not to fall off - it's a long way down. To make matters worse, the chopper reappears and begins shooting again; all you can do is ignore it and continue to the end. Jump back over the railing and into the corner room. Enter the door to complete the level. 003.82 - Chapter 8: A One-Way Demon Ride Stand at the bottom of the stairs and keep your crosshairs pointed up. A few seconds after the level begins, a Killer Suit will run down and attack. Kill him and head up to the top, where a couple of Killer Suits have set up a barricade to hide behind. Use the wall on the right for cover against gunfire and the grenade they throw, and step out to return fire when they stop to reload. When they're both dead, enter the main area. Two more Killer Suits will come out from the elevator, so shoot-dodge forward and take them out. Pick up the painkiller that one of them drops and quickly turn around, because a third Suit will open the door on the left and attack. Afterwards, look into the room he came from; you'll see three more Killer Suits at the other end. When they spot you, they'll all run out from their hiding places to attack. You can either back away and gun them down as they appear in the doorway or fire an M79 round at the back before they even move. Enter the room and head over to the door on the left. There are two Killer Suits crouching in the left corner, so strafe into the room and take them out. Head through the door in this room, which leads to another lounge similar to the one in the beginning. Two Killer Suits appear one after the other, one from the door on the right and the other from behind the elevator on the other side. Kill them and run up the stairs to Horne's presidential office. _____________ | ___ | | |___| | | _ _ | |x| | | | | |x|_| |_| | | _ _ x| | | | | | | | |_| |_| | | _ _ | | | | | | | ___________________| |_| |_| | Max | ________ A|x | |__________|_____________| As you run up the stairs, take out the Killer Suit hiding behind the wall that juts out at Point A. Pick up the painkiller he drops and hide there, looking into the room diagonally. You'll see the two Suits in the far left corner running down along the wall to attack you, so unload a few rounds from your Colt and let them walk into the stream of bullets. That just leaves the last Killer Suit on the right. With his comrades dead, he'll appear from behind one of the pillars and come to attack you. Move out a little into the room and hide behind one yourself, diving out and killing him when he's standing in the open. Go down to the end of the area and check out the desk. There's a small button in the left corner that opens a secret panel against the left wall, which leads up to the roof. Head inside to complete the level. 003.83 - Chapter 8: Pain And Suffering You'll see Nicole Horne at the top of the stairs in front of you, so run up after her. She'll throw a grenade down and begin shooting at you with a pistol, but as long as you keep moving they'll all miss. Horne's also invulnerable, so don't bother shooting back. At the top, a short cinematic will play that shows Horne escaping to the other side of the roof where the helipad is, locking the gate behind her. She stands by the helipad as the attack helicopter attempts to land, but it's delayed because of the strong winds. There's also one very important thing happening during this cinematic. You'll see the two support cables for the weather mast on the other side of the roof snap off. After a bit of exploring, you'll find that there's no way to get across to the other side. Instead, you have to shoot the two cables on your side and knock the mast onto the helicopter. /\ /\C \ \ / / \ \_______________________/ / | | | | | | |_________________________| __________| | __ | | | ___ | | | | | D | | / \ | | |__| | | | \___/ | | | | |__________| |_________| | | | | | | | | A|_| | | _______|_____________ | / / \ \ / / \ \B \/ \/ If you have ammo for your sniper rifle left, stand by the stairs at Point A with your rifle equipped and shoot the cable directly in front of you at Point B. Afterwards, the helicopter will land and Horne will get in. But again the weather tips the scales in your favor: the helicopter can't take off until the winds die down. This gives you about a minute to destroy the other cable and topple the mast. However, four Killer Suits come up to the roof at Point D and run around to attack you. Normally this wouldn't be a problem, but one of them is carrying an M79. Crouch down by the stairs with your Colt Commando equipped and wait for them to appear, shooting them as they do. After the first Suit appears, just keep firing - you don't want the guy with the M79 to have the time to get a shot off. If you don't have any sniper rifle ammo on you, jump onto the platform at Point B where the cable is and shoot it at point blank range. But afterwards, you'll have to immediately switch to your M79 and launch a grenade at Point D where the four Killer Suits are coming from. If you're too slow, the one Suit will fire his own grenade and kill you. Afterwards, go over and collect their ammo; you'll find that one of them was carrying a sniper rifle, giving you five rounds to take out the last cable. Either way, now you have sniper rifle ammo and one more cable to take of. Jump onto the platform where the first cable was and look towards Point C, you'll just be able to see the very end of the platform with the fourth cable. Equip your sniper rifle, zoom in directly on the platform, and shoot it (remember to crouch and use bullet time if you have to). When all four cables are gone, equip your Colt Commando or Ingrams and unload them at the mast. The added force of the bullets will cause it to break at the base and tip over - directly on top of Horne's helicopter as it takes off. Now sit back and enjoy the ending cinematic. You certainly earned it. 003.84 - Chapter 8: The Last Challenge Objective: Eliminate all of the Killer Suits If you're playing on the Dead on Arrival difficulty, you'll be able to play this bonus level after the final credits finish. The Last Challenge places you in a relatively small room with twenty Killer Suits, all equipped with Jackhammers. And just to make it interesting, the entire level takes place in bullet time. Before going into an actual walkthrough for this level, I think a better idea would be to outline some of the main strategies that you'll have to use to stay alive. - Avoid switching weapons or reloading as much as you can. Obviously, you're going to either run out of ammo for a weapon or have to reload eventually, but when that happens you want to be somewhere where you won't be shot at. Even the three seconds in real-time that it takes to reload is enough time for a swarm of Killer Suits to gang up on you. - Similarly, try to reload your weapons so that you don't have an extra one or two rounds stored up after your current clip runs out. It takes too much time to manually switch weapons, so the idea is that when you run out of ammo for one, you can just drop it and automatically switch to another. - No shoot-dodging. At all. This is important, and if you try it you'll quickly find out why. With the Killer Suits being divided into two groups and the fact that there's so many of them, it's impossible to kill enough of them during a shoot-dodge. What ends up happening is that you'll kill a few, and then the rest gun you down as you're trying to get up. - Find something to hide behind and stay behind it. Not only is this common sense, but it's a strategy you've probably used throughout the game, but it's worth repeating. - Watch your back. I can't imagine how many times I was holed up somewhere, only to have a group of Suits run around to the other side and catch me by surprise. If you can spot them early on, you'll have enough time to react and adjust to avoid being surrounded, so every once in a while when there's a break in the action, take the time to check behind and around you. - Don't try to conserve your painkillers. If you get shot, immediately use three or four of them to heal yourself. And this is coming from someone who almost never uses painkillers unless there are spare ones to replace them. - The Colt Commando is your ace-in-the-hole. By far, it's the best weapon you have, but unfortunately you only have one clip of it. Use your Jackhammer first and save the Colt for a time when you really need it. - In my opinion, the key to completing the Last Challenge is effectively using the M79. Get it early on, and make sure you take out a very large portion of the Killer Suits when you use it. With that in mind, here's how to go about the level: The first thing to do is collect all of the ammo and painkillers in the small inlet where you begin. You'll have seven painkillers, a Colt Commando with one clip, a Jackhammer with about two clips, an Ingram with about one clip, a pump-action shotgun with about a dozen shells, and two Molotov Cocktails. Now run out into the main area, and everything will automatically slow down into bullet time. Run out into the middle of the room and enter the area encased in glass, where you'll find the M79. Pick it up, but switch back to your Jackhammer. Leave the glass area through the doorway on the left (assuming you're facing away from where you began) and backpedal to the mainframes, shooting at any Killer Suits that come out from behind the wall on that side. Once you're safely behind the mainframes, stand by the one on the far left and peek out to see what's going on. The group of Killer Suits on the left will be running straight down towards you, while the second group will split up - half going down along the opposite side, the other half passing through the glass area and joining the first group. When you see a particularly large group of Killer Suits on the left side, equip the M79 and use it. If everything goes well, you should take out a very large group of the Killer Suits, which makes things much easier from here on. Switch back to the Jackhammer and hide behind the mainframes again. Step out every few seconds to shoot at some of the remaining Killer Suits on the left side, but keep an eye on what's happening on the right. When you run out of ammo for the Jackhammer (or if you see the group of enemies on the right closing in on you), switch to the Colt Commando and run out to the left, killing as many Suits as you can and picking up extra Jackhammer ammo. When the Colt runs dry, switch back to the Jackhammer and make your way back to the mainframes. All of the Killer Suits on the left should be dead, so use the mainframes to play hide-and-seek with the remaining ones coming from the other side. With all of the Killer Suits dead, the game will return to normal time and the message will appear, congratulating you. Behind the wall where the Killer Suits came from is a room that was previously closed off, which contains photos of the developers and various locations from the game. With patience, practice, and just a little bit of luck, you'll be able to complete the Last Challenge and truly conquer Max Payne.