_______________________________________________________________________________ XIII Walkthrough - PC Version =============================================================================== This walkthrough is best viewed with : Notepad Font - Fixedsys Size - 9 Style - Regular Latest updates of this walkthrough can always be found at: www.cheatcc.com www.gamefaqs.com www.cheathappens.com http://faqs.ign.com - - - - - - - - - - Walkthrough researched and developed by DarkTim. "XIII" ACSII art created by DarkTim. Email Address : platinumdarktim@yahoo.com.au This XIII Walkthrough is Copyright ©2003/2004, All Rights Reserved. ©2003/2004 Dark Phoenix Corporation. <<< Read "Submission Information" before submitting to this walkthrough >>> Version : 1.30 Completed : Sunday 1st February 2004 - - - - - - - - - - Warning: This XIII walkthrough contains spoilers! ______ _______ |_ _| |_ _| \ \ __________| | \ \ |_ _ _| |________ \ \ / / | | | |__ _| \ \ / / | | | | | | \ \ / / | | | | | | \ \/ / | | | | | | \ / | | | | | | \ \ | | | | | | / \ | | | | | | / /\ \ | | | | | | / / \ \ | | | | | | / / \ \_| |_| | | | / / \ ______| | | | _/ /_ \ \ | | | | |_____| _\ \_ | |__| |_ |_______| | |________| _| |_ |_______| _______________________________________________________________________________ * * * Main Menu of XIII Walkthrough * * * =============================================================================== * Hold 'Ctrl' + 'F' to make the find window appear. * Choose which sub-section you want view in this walkthrough. * Type in the three digit alphanumeric code given for the section you want. * Click the 'Find Next' button twice to end up in the certain section. - - - - - - - - - - "Section A - Introduction" A01 - Overview of XIII Walkthrough A02 - Submission Information A03 - Submitter Acknowledgements "Section B - Getting Ready" B01 - Introduction to XIII B02 - Main Menu Details B03 - Default PC Controls B04 - Save Functions B05 - PC Requirements B06 - Tips 'n' Hints B07 - Submitters Tips 'n' Hints B08 - XIII Glitches "Section C - In-Game Skills" C01 - Skills "Section D - Characters of XIII" D01 - Main Characters "Section E - Weapon Inventory" E01 - Close Combat E02 - Handguns E03 - Automatics E04 - Shotguns E05 - Harpoons/Crossbows E06 - Sniper Weaponry E07 - Explosives "Section F - Object Inventory" F01 - Objects F02 - Health Pickups F03 - Armoured Helmets F04 - Armoured Vests F05 - Mission Items "Section G - Singleplayer Mission Walkthrough" G01 - Mission 01 = Brighton Beach - Awakening G02 - Mission 02 = Brighton Beach - Invasion G03 - Mission 03 = Winslow Bank - Investigation G04 - Mission 04 = FBI Headquarters - Interrogation G05 - Mission 05 = Rooftop - Departure G06 - Mission 06 = Emerald Military Base - Insertion G07 - Mission 07 = Emerald Military Base - Infiltration G08 - Mission 08 = Emerald Military Base - Rescue G09 - Mission 09 = Emerald Military Base - Extraction G10 - Mission 10 = Rocky Mountains - Interception G11 - Mission 11 = Kellownee Lake - Exploration G12 - Mission 12 = Kellownee Lake - Search & Rescue G13 - Mission 13 = Plain Rock Penitentiary - Detention G14 - Mission 14 = Plain Rock Asylum - Fugitive G15 - Mission 15 = Plain Rock Canyons - Getaway G16 - Mission 16 = Grand Canyon Valley - Escape G17 - Mission 17 = SPADS Military Base - Covert Operation G18 - Mission 18 = SPADS Military Base - Sabotage G19 - Mission 19 = SPADS Military Base - Destruction G20 - Mission 20 = SPADS Submarine Pen - Assault G21 - Mission 21 = USS Patriot - Introspection G22 - Mission 22 = USS Patriot - Evacuation G23 - Mission 23 = AFMD-10 Naval Base - Intrusion G24 - Mission 24 = AFMD-10 Harbour - Identification G25 - Mission 25 = Bristol Suites Hotel - Surveillance G26 - Mission 26 = Willard's Estate - Sunset Sanctuary G27 - Mission 27 = Willard's Estate - Penetration G28 - Mission 28 = Willard's Estate - Espionage G29 - Mission 29 = Willard's Estate - Cliffhanger G30 - Mission 30 = SSH-1 Military Base - Forbidden Entry G31 - Mission 31 = SSH-1 Military Base - Anti-Terrorism G32 - Mission 32 = SSH-1 Military Base - Total Red G33 - Mission 33 = SSH-1 Military Base - Abortion G34 - Mission 34 = Yacht Lady Bee - Revelation "Section H - Multiplayer" H01 - Multiplayer Menus H02 - Multiplayer Modes H03 - Multiplayer Maps "Section I - Secret Documents" I01 - Secret Documents I02 - XIII Documents "Section J - Members of the Conspiracy" J01 - Conspirators "Section K - Final Walkthrough Notices" K01 - Version Updates K02 - Walkthrough Credits "Section L - Copyright Notices and Permitted Sites" L01 - Copyright Notices and Permitted Sites ############################################################################### "Section A - Introduction" ############################################################################### _______________________________________________________________________________ A01 \ * * * Overview of XIII Walkthrough * * * -=-=-=-=-=-\___________________________________________________________________ Welcome fellow readers and gamers to my fourth walkthrough, which is based on Ubi Soft's Cel-Shaded First Person Shooter game "XIII". Definitely being one of the best Cel-Shaded video games to date and recognised as the first - First Person Shooter to use Cel-Shading technology, "XIII" is originally based from a popular French comic that has been adapted into the video game format very well. Strangely enough, even though "XIII" uses Cel-Shading technology, it actually utilizes a modified version of the Unreal Warfare engine and that explains the exceptional amount of detail just for a Cel-Shading video game! Please note that this walkthrough has been purposely made so it is technical and possibly 'confusing'. If you find it too hard to use this walkthrough, I am afraid you will have to refer to another source of information to assist you in this game. I am not changing the setout of the walkthrough just because a person does not like it - not that anyone has told me yet that they do not like this walkthrough! I have also added reference codes to each sub-section of the walkthrough, so if you are stuck on something in the game, you can easily use the find function in notepad and type in the three alphanumeric digits of the given sub-section, to automatically move to the required section you desire. Not only will this make it more convenient for readers to look through different parts of this walkthrough without having to read the entire thing, it also benefits me by making it a lot easier for me to update certain areas of the walkthrough! This detailed walkthrough will explain all the different aspects of this game - from the singleplayer missions to the weapons and loads of other stuff that you might find handy in the PC version of the game! Anyway, I hope you readers enjoy yet another walkthrough I have made and if you ever have anything to submit, ask or say to me, please email me to the email address I have included in this document several times! _______________________________________________________________________________ A02 \ * * * Submission Information * * * -=-=-=-=-=-\___________________________________________________________________ Submissions are usually my favourite parts of creating a walkthrough. The majority of the time you will find that you'll get a 'personal' reply from me [not automated] if you have submitted anything for the walkthrough or have given any feedback. If however, it takes a long while for me to reply, then this is most likely because I have some internet problems, am very busy or my Yahoo Mail is temporarily stuffed up! The numerous guidelines below instruct you on what you can submit to my walkthrough so far and how to give the submission a higher chance of appearing in my walkthrough. - - - - - - - - - - *** Submitting in General *** The following submissions will be accepted or added to the walkthrough: 1]: Submissions for the Submitters Tips 'n' Hints section. 2]: Tips for any of the missions explained throughout the walkthrough. 3]: Major mistakes for given locations of anything in my mission guide. 4]: Any minor or major errors found in the walkthrough. 5]: Document locations I have missed in the walkthrough. 6]: Working Cheats for the Full PC version of XIII. 7]: Additional Information towards the weapon and object descriptions. 8]: Feedback about my walkthrough. 9]: Anything else that you think should be added to the walkthrough. 10]: Asking permission to post this walkthrough on a website. - - - - - - - - - - *** Submitting Tips/Hints Guidelines *** Tip and Hint submissions also need to at least follow the simple guidelines below to give your submission a higher chance of being accepted into the walkthrough. The following guidelines are as follows: 1]: The tip or hint needs to be detailed at least so it is informative. 2]: Do not use weird abbreviations or internet languages like 'L33T' or any other unusual words. Chances are, submissions that contain these sorts of things are going to be rejected quickly. Tip or Hint submissions for Singleplayer Missions are added to the designated singleplayer level the submission is related to. - - - - - - - - - - - - - - - You will be credited for any accepted submissions or feedback you do submit. If you are willing to submit stuff, please enclose a name or nickname within the email just so I can add it to the submitters list! For security and safety reasons, any names that I see with the first and last name - I will put on the list only with the full first name and the initial of the last name. After getting your submission ready, just put XIII or something similar on the subject line of the email and send it to me! Submissions to : platinumdarktim@yahoo.com.au _______________________________________________________________________________ A03 \ * * * Submitter Acknowledgements * * * -=-=-=-=-=-\___________________________________________________________________ This is the section of the walkthrough that I credit people that submit, give feedback or ask anything related to the walkthrough or game. Make sure you have read the Submission Information section above before submitting anything for my walkthrough for the first time. Lots of thanks to the following people for spending some of their time sending contributions towards my walkthrough. - - - - - - - - - - Gangstahitman1 - For sending an email related to this walkthrough. Neon Flamingo - For submitting a weapon pickup in mission 13. Sjef the dragon - For sending an email related to XIII and for the great feedback. Dave A. - For asking to post this XIII walkthrough on another website. http://www.cheatcc.com/ Chris O. - For asking to post this XIII walkthrough on another website. http://www.cheathappens.com/ Matt H. - For asking to post this XIII walkthrough on another website. http://avault.com/ Allen - For asking to post this XIII walkthrough on another website. http://www.cheatplanet.com Stephen N. - For asking to post this XIII walkthrough on another website. http://faqs.ign.com Daniel P. - For asking to post this XIII walkthrough on another website. http://www.cheats.de Bernd W. - For asking to post this XIII walkthrough on another website. http://dlh.net Dex - For asking to post this XIII walkthrough on another website. http://www.actiontrip.com Lee H. - For requesting to put this walkthrough in a special edition of the PC GAMER UK Magazine. Bas I. - For the great feedback of my walkthrough! Ariel T. - For sending an email related to XIII. Brian S. - For sending an email related to XIII. Ice_Scream - For sending an email related to XIII. Jason J. - For sending an email related to XIII. Verdi H. - For sending an email related to XIII. Michael Bu. - For sending an email related to XIII. Marc - For sending an email related to XIII. Damien - For sending an email related to XIII. Kris P. - For sending an email related to XIII. Jingo - Submitting a tip for mission 5 of the singleplayer walkthrough and for the feedback towards this walkthrough. Charles M. - Submitting a tip for mission 19 of the mission walkthrough. Lukio - For submitting guides for some of the missions included in the singleplayer mission walkthrough. The mission guides he has submitted so far are for missions 7 and 14. Werner - For sending an email related to XIII. Adam S. - For submitting information on how to kill a certain boss alternatively in mission 33. Nathan A. - For sending an email related to XIII. Michael Br. - Spotting out a slight mistake for the weapon description of the Ak-47 weapon. ChaiThai - Submitting a tip for the "Submitters Tips 'n' Hints" section. Jon T. - For sending an email related to XIII. Jesse C. - Submitting a tip for mission 33 and some glitches/bugs. Barry B. - For giving me some really good comments and feedback for this walkthrough. I really appreciate this person's comments! Jonas T. - Submitting a tip for mission 33. Daniel M. - For sending an email related to this walkthrough. Dean S. - For sending an email related to XIII. Seth M. - Sending a tip for mission 33. Sam S. - For sending an email related to XIII. Simon M. - For sending an email related to XIII. Ben F. - For submitting a tip based on mission 33 of the walkthrough. Tue C. - Sending a tip for mission 30 and for the feedback. Giles C. - For sending an email related to the walkthrough. Also submitting a location of the last XIII Document I have missed while creating the walkthrough. This person has been of great help! Steel4268 - For sending an email related to XIII. Kxmd31 - For sending an email related to XIII. Ben C. - For sending an email related to XIII. Letha L. - For sending an email related to XIII. Steven D. - For sending an email related to XIII. Adam W. - For sending an email related to XIII. Conor F. - For sending an email related to XIII and my walkthrough. Yakov S. - For sending an email related to XIII. Matthias J. - Submitting a tip for missions 19 and 22 of the walkthrough. Neil H. - Correcting a mistake in mission 9 of the walkthrough. Tarsius89 - For sending an email related to XIII, my walkthrough and for the feedback. Jonathan C. - Asking permission to post this walkthrough on a website. Terence H. - For the great feedback about my walkthrough and for some submissions. RkSpade - For the feedback and some submissions. Also revealing another XIII Document location I have missed. Matthew M. - Asking permission to use the XIII ASCII art in this walkthrough into his XIII walkthrough. Scott - For sending an email related to XIII. John F. - Submitting a tip for mission 15 of the walkthrough. Mirkis M. - For sending an email related to XIII. David B. - Submitting a few tips for this walkthrough. Dave L. - For sending an email related to my walkthrough. ############################################################################### "Section B - Getting Ready" ############################################################################### _______________________________________________________________________________ B01 \ * * * Introduction to XIII * * * -=-=-=-=-=-\___________________________________________________________________ Here is the basic introduction to XIII supplied from the official XIII website. - - - - - - - - - - A man wakes up on a beach. He has no recollection of who or what he is. He sets off in search of his past. His only clues are the number 13 tattooed on his collarbone and the key to a safety-deposit box in one of New York's most prestigious banks. The passport he finds in the safe at the bank reveals his identity. His name is Steve Rowland and he's a captain in the United States army. Moments after making this discovery, he's arrested by Colonel Amos, Director of the FBI's anti-terrorist department and accused of the murder of William Sheridan, the 43rd president of the United States. In evidence, he's shown the enlargement of a snapshot in which he appears holding a sniper's rifle. The weapon is aimed at the presidential cortège. Despite this exhibit, in his heart of hearts he knows he's no murderer. All the same, when killers tried to eliminate him he was surprised to find he has the reflexes of an elite commando. Wanted by all the cops in New York State and hunted down by The Mongoose, the amnesiac seems doomed to a choice of death or prison. But XIII hasn't counted on the unexpected assistance of Major Jones, a young female soldier who helps him flee through the city of New York. During their escape, this foxy lady reveals to XIII that he's a secret agent working for general Carrington. Carrington is a nonconformist officer who is conducting a counter-inquiry into the presidential assassination but he was arrested and confined in an isolated military base in the Appalachian Mountains. When XIII realizes that General Carrington is the only one who can shed light on his past, he sets off to find him with Jones. _______________________________________________________________________________ B02 \ * * * Main Menu Details * * * -=-=-=-=-=-\___________________________________________________________________ This section will provide an outline of the various options that you will encounter while browsing through the main menus of the game. - - - - - - - - - - *** Profile Selection Menu *** You can create a new profile or select an existing profile in this menu. You can create a profile for the first time you enter the game or you can use the default profile, but making your own is strongly suggested. "Create Profile" - Create a new profile for you to use while playing the game. "Default Profile" - This option only appears when you have not made any profiles for the game. It is suggested that you actually create a proper profile. "Existing Profile" - You can select the different profiles that have been created in this section. - - - - - - - - - - *** Main Menu *** This is the actual main menu of XIII. The following menu selections can be made to access different sections of your profile. "New Game" - Starts a new singleplayer game of XIII. "Continue" - You can view various aspects of what you have achieved in your profile by going into this section. You can also resume your current game from the most recent level you have played. More information on this section is located further below in this section. "Load Game" - You can select both Auto Saves and Manual Saves you have made in various parts of the game. Select the save slot you want to load to play it. "Multiplayer" - This gives you access to the Multiplayer Mode of XIII. There are a variety of options to select in the multiplayer mode depending on the type of game you want to play. More info on multiplayer is given further below this walkthrough at the "Multiplayer" section. "Options" - Being one of the most important sections of the menu, the options menu gives you a selection of various things that you can change to suit your needs. More information on the options menu is given further below in this section. "Quit" - This option asks you if you want to quit from XIII. - - - - - - - - - - *** Continue Menu *** The continue menu contains a whole heap of different sections just for your profile. These include things like giving you a brief outline of the story from what you have accomplished so far, looking at information you have obtained about the characters etc., and also being able to play the game from the most recent level. "Conspiracy" - This is the section which gives you brief details about each of the members involved in this conspiracy. You need to find each of the other 19 conspirators before being able to see them on the list. "Documents" - This section provides information based on any documents or other pieces of information retrieved from the singleplayer mode of the game. More info on the documents are given further down the walkthrough, at the "Secret Documents" section. "Story" - This section gives a brief outline of the story up to the most recent level you are up to. "Skills" - This section demonstrates all the skills that Steve Rowland was able to achieve while he was doing his training. You can easily learn these throughout the singleplayer game. "Play Game" - Select this option to progress with the game from the level you last left off. - - - - - - - - - - *** Options Menu *** = = = Controls Menu = = = This is the area you can change the bindings to all the keys to suit the player while playing the game with the most comfortable button bindings. The default keys are given below in the next section, but here are some of the options you will come across when changing things like the Look options etc. The following three options all appear in Look Options. "Mouse Sensitivity" - This slider adjusts the amount of mouse sensitivity. Decreasing the white slider lowers the amount of sensitivity taking it longer for the mouse to move side to side etc. Increasing the white slider raises the amount of sensitivity making the mouse faster therefore requiring less movement of the mouse to move around. "Mouselook" - The two options for mouselook is 'yes' or 'no'. Setting the mouselook to 'yes' means that you can use the mouse to look around [strongly suggested]. Setting the mouselook to 'no' requires the player to use the keyboard keys to look around rather than the mouse. This can become very frustrating! "Invert Mouse" - This determines the 'Y' axis or vertical movement of the mouse when moving and aiming etc. Selecting the invert mouse option to 'yes' inverts the vertical axis so whenever you look around, moving the mouse upwards makes the screen go downwards and pointing it downwards makes the screen go upwards. Selecting the invert mouse option to 'no' keeps the vertical axis at the normal position - up is up and down is down. "Advanced" - This tab only appears in the Shoot options, but this is the area which gives you the ability to hotkey different classes of weapons. "Reset" - Found on the main page of the Controls section, the reset button makes all the key bindings placed back to default settings if they have been changed. = = = Difficulty Menu = = = You can choose the difficulty for the singleplayer mode of the game by entering into this menu. There are four different difficulties to choose from. The four difficulties are: Arcade, Normal, Realistic and XXX. = = = Audio Menu = = = A rather simple menu, this is where you can adjust the audio levels for the sound while in the game. "Music" - You can either switch on or off the music throughout the game. "Sound Volume" - The volume slider either increases or decreases the amount of volume for all the sound in the game. = = = Video Menu = = = "Gamma" - The slider increases and decreases the amount of gamma in the game. Gamma works just like brightness. "Brightness" - The slider increases and decreases the amount of brightness in the game. "Contrast" - The slider increases and decreases the amount of contrast in the game. "Resolution" - Choose the resolution you want the game to run on by clicking the left or right arrows. Clicking the left arrow decreases the resolution while clicking the right arrow increases it. "Default" - This puts all the video options back to default settings. - - - - - - - - - - *** Parental Lock *** This option blocks out any forms of 'crude' language and removes any graphic violence involved anywhere in the game, once it is activated. _______________________________________________________________________________ B03 \ * * * Default PC Controls * * * -=-=-=-=-=-\___________________________________________________________________ The learning curve for this game is very easy and quick to get used to, so even for the first time player - it should only take around in average 5 to 10 minutes to get hooked with the default keys. I suggest that all players of this game use the 'default' settings as this is definitely the best configuration that you can use for the game. Remember though, the player always has the choice to change any key they want, so if you are not comfortable with the default keys, then change ahead! Here are the given keys for the default configuration: - - - - - - - - - - "Move Options" Forwards - W Backwards - S Strafe Left - A Strafe Right - D Jump - Space Crouch - C Run/Walk - Left Shift "Shoot Options" Attack/Fire - Left Mouse Button Alternate Fire - Right Mouse Button Reload - R Next Weapon - Mouse Wheel Up Previous Weapon - Mouse Wheel Down "Look Options" Look Up - Backspace Look Down - = Centre View - End "Other Options" Grab/Use - E Next Inventory - G Previous Inventory - F Score - F1 Pause - Pause Chat - T Chat Team - Y Quick Heal - Q _______________________________________________________________________________ B04 \ * * * Save Functions * * * -=-=-=-=-=-\___________________________________________________________________ This section will give some brief detail about the saving functions in XIII. First of all, XIII is a game which you cannot save anywhere you desire. You obviously can save the game whenever you feel like it during any part of a certain level, but that does not mean the game will definitely save at the area you just saved at. Instead, XIII uses a checkpoint system. Most levels have at least one checkpoint depending on the length or difficulty of the level. Whenever you start a new level, the beginning acts as if it is a checkpoint, so you should quicksave the game once you start a level. It is advised you do this because there is no auto-save function, meaning if you do not quicksave once you start a new level, you'll have to load the quicksave you have made in the previous level if you were to die or exit the game while playing the level you have not saved on yet. While playing a level, you can press 'F5' to quicksave the game or press 'F9' to load the quicksaved game you have made. When you go to the load game list in the main menu, all the games you have saved will have information about which level the game was saved on and also the time and date at which it was saved. You can only have one quicksave game, which is found always at the top of the load game list with the two letters 'QS' next to the other save information. Quicksaving again in another level will overwrite the previous quicksave. If you wish to keep permanent saves you make anytime during the game, make sure you pause the game and go save game and select the slot you want it saved on. You can easily finish the entire game by just using the quicksave and quickload functions. Only bother making a permanent save if you want to keep a favourite level of yours to play whenever you feel like it. _______________________________________________________________________________ B05 \ * * * PC Requirements * * * -=-=-=-=-=-\___________________________________________________________________ Since the game obviously does not include high-end graphics like the ones you see in Half Life 2, the requirements for XIII are not too high, but while this is true, it is always a good idea to have at least a decent computer to play the game. The following lists show the minimum and recommended requirements for XIII which can be referred to also in the instruction booklet or game box if you have purchased the full version game, but I have decided to put them in here for convenience. - - - - - - - - - - *** Minimum System Requirements *** Operating System : Windows 98, Windows Me, Windows 2000, and Windows XP. Processor/CPU : 700Mhz Pentium III or Equivalent Processor. RAM : 128MB RAM. CD/DVD Rom Speed : 12x CD/DVD-Rom. Hard Drive Space : 1.2GB Hard Drive space for Minimum Installation. Video Card : 3D Video Card with at least 32MB of Video Memory and with Direct-X8.1 Support. Sound Card : 16-Bit Direct-X Compatible Sound Card. Input : Keyboard and Mouse. - - - - - - - - - - *** Recommended System Requirements *** Processor/CPU : 1Ghz Processor or Above. RAM : 256MB RAM or More. Hard Drive Space : 2.5GB Hard Drive space for Full Installation. Video Card : 3D Video Card with at least 64MB of Video Memory and with Direct-X8.1 Support. - - - - - - - - - - *** Minimum Multiplayer Requirements *** Internet : 56.6Kbps Modem Connection or Faster. Network : Active connection to a TCP/IP network. - - - - - - - - - - *** Recommended Multiplayer Requirements *** Internet : 128Kb/s ADSL Connection or Faster. _______________________________________________________________________________ B06 \ * * * Tips 'n' Hints * * * -=-=-=-=-=-\___________________________________________________________________ - Use Melee Attacks [ie: Punching, Stabbing with Knife] often when there is a guard unaware of your presence. Not only do these type of attacks kill the victim in practically one hit, Melee Attacks are very silent, which makes it extremely useful for stealth or infiltrating missions. - The 9mm Pistol [Single] is a weak weapon to use in combat, so it is not suggested to use this type of weapon when shooting against groups of enemies, which occurs frequently later in the game. Besides the weak firepower the Pistol holds, the rate of fire is quite slow for a pistol, so only use the Dual 9mm Pistols for far more effective results. - I cannot stress this enough, but using the tactic of firing automatic weapons like crazy is becoming a thing of the past. While only useful in short range combat, burst firing is strongly recommended for killing those hard to get guards that move around a lot. Not only does continuously firing automatic weapons dramatically decrease the level of accuracy the longer it is being fired, the amount of recoil you will receive, especially from the heavy automatics will start to become more annoying. Because of the constant recoil, you will always need to re-adjust the aiming towards the target. A good example of 'annoying' recoil is that from the M16 Assault Rifle. Try it out and see how annoying it can get when you 'rapidly' fire the weapon. By using burst shots, you have more control over the weapon itself instead of it controlling you. - For some unusual reason, Explosives like the Fragmentation Grenade and the High Explosive Grenade launched from the M16 Assault Rifles do not always kill enemies in one hit. To avoid this problem, just double check to see the Grenade you have thrown/launched actually kills the target so you can finish it off just incase the victim is still alive. Also it is also best to actually hit the target with a direct hit from a launched grenade to increase the chances of them being killed. Armoured enemies can sometimes survive a nearby explosion. - Always look for as much health and armour as possible as these things are your key to success. One of the most noticeable things in this game is that your health drops down dramatically whenever you get shot when you are not wearing armour. Some realism has been put into 'effect' in this game to make it more 'challenging' but it's not like deadly serious realism! - As in most first person shooting games, try to use the most efficient weapon you have in your inventory to adjust to the various situations that can occur in the game. Use the silenced pistol to knock off guards silently, sniper rifles for those distant targets to keep your mission from being compromised, automatics for multiple enemies or explosives for those targets which become a real pain! Either way, it's up to you to make sure you choose the right weapons. - Using objects as weapons adds a new experience to the game. Most of the time, different types of objects can be found at numerous parts of every level. These can be used to conserve ammunition for any weapons or to create a stealth or surprise approach. Items like the glass bottles or chairs, which are probably the best of objects tend to kill the target in one whack. - Do headshots usually kill the victim in one hit? Usually. But sometimes, you will be asking yourself this when you try to shoot a guard, especially with a Crossbow, towards the head. The reason this has been mentioned is because that even though it appears to hit them at the head, it still does not kill them. This is because of three reasons. The first being that the guard may be wearing an armoured helmet and when you shoot at it, it will fall off requiring another shot to actually kill the guard. The second reason is just because it may be a simple game glitch! If you see any guard with any form of protective armour, it is more than likely going to survive for longer when you shoot the target compared to a target that is not wearing armour at all. The third and most obvious reason is probably because you missed the enemy! _______________________________________________________________________________ B07 \ * * * Submitters Tips 'n' Hints * * * -=-=-=-=-=-\___________________________________________________________________ This is the section for submitter's to submit their own useful tips and hints for XIII in general. Any types of tips or hints are accepted in this walkthrough as long as it actually works and are not the same ones that are mentioned above or submitted by anyone else already. Tip or Hint submissions for Singleplayer Missions are added to the designated singleplayer level the submission is related to. - - - - - - - - - - The following tip is submitted by "ChaiThai". - Anytime you're in a stealth mission, the alarm is not set off right away when a guard sees you. Rather, they have to run to an alarm switch and call out the alarm, or in the case of the first part of the Willard Estates mission, call in through the radio. If you can put down an enemy before they finish calling out the alarm, it won't set off, allowing you to continue the level. _______________________________________________________________________________ B08 \ * * * XIII Glitches * * * -=-=-=-=-=-\___________________________________________________________________ This section is for any weird or freaky glitches that can be found in XIII. - - - - - - - - - - The following glitch is submitted by "RkSpade". - When you are on the Emerald Base Roof, if you start and immediately crouch and then move over immediately to the right towards the wall and begin moving, sometimes the level will ‘fall’ and you will be able to see the whole level from the bottom for a whole minute or so before you suddenly die. - If you press the 'prtscreen’ button while in the Plain Rock Penetentiary, and then paste it into Microsoft PowerPoint, sometimes the image is extremely distorted and some of the main pieces of the level can be missing, allowing you to ‘see’ around corners if you want to by ‘ALT-Tab’ bing to Windows every few seconds. ############################################################################### "Section C - In-Game Skills" ############################################################################### _______________________________________________________________________________ C01 \ * * * Skills * * * -=-=-=-=-=-\___________________________________________________________________ These various skills are learnt throughout different parts of the game. Some of the skills teach you how to do certain techniques like stunning while others can improve you natural techniques like weapon handling and lock picking. The skills which improve your techniques are the ones that take longer to gain the actual skill. - - - - - - - - - - Breathing Skill - When you learn the Breathing Skill, you can hold your breath for nearly twice as long than originally, when you swim underwater. Normally, you can only hold your breath for 24 seconds. When the skill is learnt, it can be extended up to 43 seconds. Dual Weapon Skill - Some weapons give you the ability to hold two of them at once [ie: 9mm Pistol, MiniGun]. You can use Dual weapons by pressing the alternate fire button, but you first need to have the second weapon in order to utilize the skill. First Aid Skill - The Normal and Full MedKit's give you double the amount of health points than originally. More information based on health can be found at the objects section. Lockpicking Skill - Once you have mastered the lockpicking skill, this enables you to lockpick doors twice as fast than you use to earlier in the game. Silent Walk Skill - When you learn the Silent Walk Skill, you make 50% less noise whenever you move. Sixth Sense Skill - You can hear nearby enemies that are moving or patrolling [not stationary enemies] by not moving at all and then observing the "TAP TAP" words that appear on the screen. This can determine the direction, speed and distance the enemy is moving at. Sniper Skill - When you first use a sniper weapon in the singleplayer mode, you will notice the aim is always a little shaky. When you learn this skill, your aim when you hold a Sniper Rifle or Crossbow is pretty much perfect! It is extremely stable and does not move around at all. Stunning Skill - Walk slowly behind an enemy and then press the action button to knock the enemy out. ############################################################################### "Section D - Characters of XIII" ############################################################################### _______________________________________________________________________________ D01 \ * * * Main Characters * * * -=-=-=-=-=-\___________________________________________________________________ These are the characters in XIII who have an important relation towards the main plot of the game. You will get to know each character better in the game as you progress further into the game. - - - - - - - - - - Jason Fly Info - You wake up on the shores of Brighton Beach. You have no idea of your proper identity because you suffer from amnesia. The only clues to your uncertain past is the number XIII tattooed on the chest and the key to a safety deposit box. You awaken and progress into your search for the past. It's not until later that you find out that you are Jason Fly, a person who once worked close with Steve Rowland, but Jason's appearance seems to be somewhat different. Steve Rowland Info - Steve was the Captain of the Special Assault Destroying Section or SPADS for short. He was being held responsible for the murder of President William Sheridan. Found deceased on the waters of New Jersey after being shot numerous times by The Mongoose, not a conspirator, but a leading person into the conspiracy of the President's Assassination. The Mongoose and some of his 'comrades' are now suspicious that they have seen sightings of a person with the same identity of the late Steve Rowland. It is clear that someone has taken his identity. Kim Rowland Info - A character you do not get to hear from too many times, Kim was recruited to the Central Intelligence Agency at the age of 22. She disappeared while investigating the conspiracy behind the murder of the President. She is another ally of General Carrington who she was working with until the time of her disappearance. Major Jones Info - Major Jones is an important ally towards Steve. She is currently 28 years of age and has been trained to adapt to various situations and is an excellent pilot. Both people knew each other before, but due to Steve's Amnesia, he does not recollect who she is when they meet together again. Major Jones is also helping out General Carrington on the 'conspiracy' of the president's assassination. General Ben Carrington Info - Another important ally who Steve needs to rescue first from the Emerald Military Base. General Carrington was captured, then arrested and sent to a prison cell inside the Military Complex by the SPADS. He is conducting his own enquiry into the assassination. Unconventional, but a good source of information and a good man. General Carrington is the Chief of Staff, which is the highest US Military Post and is also a war hero, being honoured with some of the most prestigious medals in the United States Army. Colonel Amos Info - A high ranking FBI Official. Amos, who has a Czechnian and Jewish nationality is a very methodical and intelligent person. He is currently running the official FBI enquiry into the death of President William Sheridan. William Sheridan Info - The unfortunate President who was assassinated supposedly by Steve Rowland, while at a presidential parade in the streets of New York City. William Sheridan was the 43rd President of the United States of America. Walter Sheridan Info - Vowing that he will continue the work that his brother William had started, he is currently helping General Carrington carry out his inquiry into the assassination of his brother, William Sheridan. He has also promised to stand against the Republican candidate Joseph K. Galbrain. The Mongoose Info - The Mongoose has some connection towards the Presidents death. He is a rather secretive, shadowy character with the skills of a professional killer. One thing for sure is that he wants Steve Rowland dead, something that The Mongoose thought had happened when he was shot, after jumping off the boat. Failure is not an option for this person. General William S. Standwell Info - A political figure and has quite a temper. He wants to replace General Ben Carrington as the White House Military Chief of Staff. Colonel Seymour McCall Info - Has some ties to Standwell. He operates the Special Assault Destroying Section division on an island off the Mexican Coast. He is an ambitious and violent person who will stop at nothing to get the job done. ############################################################################### "Section E - Weapon Inventory" ############################################################################### This section explains in detail about each of the weapons which are included in the game. Each weapon includes both it's advantages and disadvantages - so try to get to know these weapons so you can adjust to whatever situation you are stuck in. _______________________________________________________________________________ E01 \ * * * Close Combat * * * -=-=-=-=-=-\___________________________________________________________________ - Punch - Primary Mode - Punch Secondary Mode - n/a Info: One of the most common forms of attack in a game, Punching is pretty self explanatory. Use it for various situations like stealth and surprise approaches or just for conserving ammo. - - - - - - - - - - - Combat Knife - Primary Mode - Throw Knife Secondary Mode - Stab Clip Size - 1 Primary Ammunition Type - Knives Dual Weapons - No Info: The most basic type of all weapons that you will obtain in XIII. The standard combat knife is especially effective in close combat with the enemy - silent but deadly. The primary mode allows you to throw the knives from a distance, but this is ineffective in long range combat as the distance and velocity the knife travels at is relatively poor, especially against moving targets. This weapon is best used in infiltration levels or in those areas you have the urge to stab the typical guards head with - given the chance. _______________________________________________________________________________ E02 \ * * * Handguns * * * -=-=-=-=-=-\___________________________________________________________________ - 9mm Pistol - Primary Mode - Single Shot Secondary Mode - Dual Pistols [If available] Clip Size - 13 Primary Ammunition Type - 9mm Bullets Dual Weapons - Yes Total Clip Size - 26 Info: A handy weapon to have at all times. The 9mm Pistol has a large ammo clip for a Handgun and doubles when you are holding dual pistols. The accuracy for this pistol is relatively good, although can be a little off aim sometimes when firing rapidly. The major drawback of the Pistol is it's relative weakness and the dual pistols reloading time is longer. - - - - - - - - - - - 9mm Pistol Silenced - Primary Mode - Single Shot Secondary Mode - Dual Pistols [If available] Clip Size - 13 Primary Ammunition Type - 9mm Bullets Dual Weapons - Yes Total Clip Size - 26 Info: A rare attachment found especially in the singleplayer mode of the game, the silenced pistol suppresses the bullets being fired from the weapon, so it is harder for anyone in the area to hear the gun being fired. Usually, if you are holding dual pistols and you grab the silencer, it only adds the silencer to one of the two pistols you are actually holding. Compared to the original 9mm Pistol, the silenced version of the Pistol is pretty much the same, besides the silencer obviously! Great for stealth or infiltration missions. - - - - - - - - - - - .44 Special Revolver Magnum - Primary Mode - Single Shot Secondary Mode - Rapid Fire Shots Clip Size - 6 Primary Ammunition Type - .44 Bullets Dual Weapons - No Info: The typical Magnum Revolver. A powerful and great handgun to use against opposing enemies. This weapon tends to be more accurate than the 9mm Pistol when using the Primary Mode, which is the single shot. It takes about two or three bullets in the clip to kill an armoured enemy with the exception of a head shot. Both the firing rate and reloading is a little slow and the number of bullets in the clip is very limited but the good accuracy compensates for these noticeable drawbacks. If you find yourself with a difficult enemy to kill or you are confronting a small group of enemies in short range, using the secondary mode - 'rapid fire shots' discharges all the bullets in the clip in a matter of seconds. This secondary mode is achieved by the gunner continuously hitting the 'hammer' at back of the magnum to make it fire faster. Unfortunately, by using this mode, the accuracy is decreased to about 20% to 30%, except if you are literally right next to the enemy, because by hitting the gun numerous times, you lose control of the Magnums actual accuracy. _______________________________________________________________________________ E03 \ * * * Automatics * * * -=-=-=-=-=-\___________________________________________________________________ - M16/M203 Assault Rifle - Primary Mode - Automatic Fire Secondary Mode - High Explosive Grenade Launcher Primary Clip Size - 30 Secondary Clip Size - 1 Primary Ammunition Type - AR Ammo Secondary Ammunition Type - AR Grenade Dual Weapons - No Info: The M16; a rapid firing assault rifle used as a standard firearm in the US army. This weapon is a modified variant of the basic M16, including a Medium Range High Explosive Grenade Launcher mounted below the barrel, which can be used as it's secondary function. The rapid firing rate of this assault rifle - creating more of a small spread effect, compensates for it's average accuracy and the short amount of ammunition inside the magazine. Due to it's 'unstable' handling caused by the high amounts of recoil, the user of the weapon will be required to constantly adjust the weapon downwards when in rapid fire, if there is to be any chance of hitting the acquired target. When using the secondary function of the weapon, depending on how far you need to shoot the grenade into the distance, you'll need to tilt the weapon upwards at a greater angle to achieve longer ranges, as the grenade loses velocity at a fast rate. - - - - - - - - - - - Ak-47 Kalashnikov - Primary Mode - Automatic Fire Secondary Mode - Burst Fire Clip Size - 30 Primary Ammunition Type - 7.62mm Bullets Dual Weapons - No Info: Known as the Kalash in XIII, this weapon acts pretty much the same way as the M16 does, except the lack of accuracy is much more noticeable. The Kalash is considerably more powerful than the M16 Assault Rifle, therefore also making it a good choice as an all-rounder assault weapon in combat. - - - - - - - - - - - MiniGun - Primary Mode - Automatic Fire Secondary Mode - Dual MiniGuns [If available] Clip Size - 32 Primary Ammunition Type - MiniGun Ammo Dual Weapons - Yes Total Clip Size - 64 Info: This very fast firing weapon disposes of it's entire clip in seconds. It's accuracy is one of the poorest among all automatics but can spray it's bullets along a certain area. If you want the weapon to be at least a bit more accurate, then fire quick bursts instead of discharging the clip in one go. The reloading time for this weapon though is phenomenal as it only takes about one second to reload, nearly one of the quickest reloading weapons. A good choice when playing the multiplayer mode. Double up with the dual version of this weapon to spray twice as many bullets. Great fun! - - - - - - - - - - - M60 Sub Machine Gun - Primary Mode - Automatic Fire Secondary Mode - Burst Fire Clip Size - 200 Primary Ammunition Type - M60 Ammo Dual Weapons - No Info: This heavy machine gun really packs a punch. The M60 is the perfect choice for a full on brawl against a pack of enemies. It's accuracy is very low when fired rapidly but can be managed when the weapon is switched to burst fire mode. This weapon has recoil so you will need to constantly adjust the aiming - just like the M16. The biggest bonus about this weapon is that it holds 200 bullets in one magazine, which means you can go nuts for quite sometime. The reloading time is a little long but not terrible in anyway. Unfortunately, this weapon is a little uncommon throughout the singleplayer mode, so you'll be having more fun with this weapon in multiplayer. A great weapon! _______________________________________________________________________________ E04 \ * * * Shotguns * * * -=-=-=-=-=-\___________________________________________________________________ - Double Barrel Hunting Shotgun - Primary Mode - Shotgun Blast Secondary Mode - Shotgun 'Butt' Clip Size - 2 Primary Ammunition Type - Cal 12 Ammo Dual Weapons - No Info: Similar to the Pump Action Shotgun, the main difference with this weapon is that it is a Double Barrel Shotgun. The Hunting Shotgun is slightly more accurate than the Pump Action, managing some medium range combat - but once again is best to use in close quarter fights. This weapon also utilizes the same ammunition as the Pump Action Shotgun, so if you have both weapons in your inventory, make sure you choose the right one for whatever situation you are in as the ammo you use in one of the Shotguns decreases the ammo for the other. Like some weapons in the game though, this weapon makes an uncommon appearance in the singleplayer mode. - - - - - - - - - - - 12 Gauge Pump Action Shotgun - Primary Mode - Shotgun Blast Secondary Mode - Shotgun 'Butt' Clip Size - 5 Primary Ammunition Type - Cal 12 Ammo Dual Weapons - No Info: The 12-Gauge Shotgun is one of the weapons you'll probably find yourself using the least in the overall game, but it appears the most times out of all the weapons. It's not really that bad, but when you have other choices for different types of weapons, chances are this weapon will be 'left behind' the most. The clip size for this weapon is relatively small for an actual pump action shotgun - compared to other shotguns from other FPS games. The lack of accuracy, perhaps one of the weapons in this game with the worst accuracy makes this gun a bad choice in the long run. Fact is, both the Primary and Secondary modes should only be used for Close Combat conditions. The shots fired from this gun are inaccurate therefore hardly ever hitting a target from a distance. Using the Secondary Mode - Shotgun 'Butt' makes the gunner tilt the weapon upwards so the back side of the shotgun is facing forward. You can utilize this technique for a stealth approach but is not the most useful weapon to do it with. The reload time is rather quick for a Shotgun, probably because of it's small clip size - so that's a small added bonus. Perhaps it's just best to use this weapon when you are right next to an enemy who is unaware of your presence so you can blast the guards head with a few shells. _______________________________________________________________________________ E05 \ * * * Harpoons/Crossbows * * * -=-=-=-=-=-\___________________________________________________________________ - Harpoon - Primary Mode - Single Shot Secondary Mode - Harpoon Stab Clip Size - 1 Primary Ammunition Type - Harpoon Dual Weapons - No Info: The Harpoon is one of the most uncommon weapons to find in the singleplayer mode. The weapon is found later in the game, only appearing in limited missions. It acts just like the Crossbow in similar ways, but is the only weapon which can actually fire while you are swimming underwater. It's accuracy is not bad, but if you are close to an enemy, use the secondary mode to kill the enemy. The secondary mode makes the player pull out a harpoon and uses it as a stabbing instrument. Even though it's accuracy is still manageable, it won't last, making this weapon a flop for long range combat. - - - - - - - - - - - Crossbow - Primary Mode - Single Shot Secondary Mode - Zoom x3.0 and x8.0 Clip Size - 1 Primary Ammunition Type - Crossbow Bolts Dual Weapons - No Info: The Crossbow can be used as a 'light' sniper weapon. The velocity of what the crossbow bolts travels at hinders this weapon as a long range weapon. It should only be used for medium range combat against enemies not wearing any form of armoured protection especially at the head. The reloading time for this weapon is pretty slow and is only ideal for stealth levels to pick off enemies one at a time. A great medium range sniper weapon but should not be relied on too much later on the game. Terrible against moving targets. - - - - - - - - - - - Three Arrows Crossbow - Primary Mode - Single Shot Secondary Mode - Zoom x3.0 and x8.0 Clip Size - 3 Primary Ammunition Type - Crossbow Bolts Dual Weapons - No Info: Pretty much exactly the same as the above Crossbow, but with the difference that it includes three darts in the clip instead of just one, making it a little more useful against multiple targets. _______________________________________________________________________________ E06 \ * * * Sniper Weaponry * * * -=-=-=-=-=-\___________________________________________________________________ - Sniper Rifle - Primary Mode - Single Shot Secondary Mode - Zoom x3.0 and x12.0 Clip Size - 10 Primary Ammunition Type - BMG50 Ammo Dual Weapons - No Info: The only sniper rifle in the game - well you really only need one anyway. A great sniper rifle with a good combination of accuracy, sturdiness and reloading time. The minimum amount of recoil in this weapon makes it nearly a perfect sniper weapon. There's no need for major adjusting after every shot as the gun stays pretty much focused on the same area you aim at after each shot you make. The reloading time for this weapon is somewhat relatively quick for an actual Sniper weapon and the clip size for the weapon is big enough to keep your target running. There are no real severe drawbacks to this weapon, the only slight one being the kind of slow firing rate, but that’s what you expect from a sniper weapon. You can use the zoom functions to pick off any annoying enemies from a distance. _______________________________________________________________________________ E07 \ * * * Explosives * * * -=-=-=-=-=-\___________________________________________________________________ - Fragmentation Grenade - Primary Mode - Throw Grenade Secondary Mode - Drop Grenade Clip Size - 1 Primary Ammunition Type - Grenade Dual Weapons - No Info: The good old Frag Grenade. Talking about this game having a lot of 'classic' weapons! Used in numerous games, the Frag Grenade is a high explosive ornament. You can hold numerous amounts of these Grenades to use whenever you need to kill guards hiding around corners or when they are together in groups. These are also good to use in narrow hallways and corridors. The Grenade has a Five second fuse and you are given the ability to 'cook' the Grenade by holding down the primary mode button. Make sure you throw it at least a few seconds before it detonates so you can clear away from the area when it explodes. After all, you do not want to get hurt by explosives! The Secondary mode is rather 'simple', it makes the player drop the Grenade at the area the player was standing. So once you drop it, make sure you run! A great choice for hit and run situations. - - - - - - - - - - - FlashBang Grenade - Primary Mode - Throw Grenade Secondary Mode - n/a Clip Size - 1 Primary Ammunition Type - Grenade Dual Weapons - No Info: The Flashbang Grenade works in a similar method to the Frag Grenade except it is only used for non-lethal means of combat. Instead of decapitating the target, it disorientates the target with a bright flash that lasts for several seconds. If you get too close to the Flashbang when it explodes, then you will be temporarily blinded, making you extremely vulnerable to other enemies in the area. You can 'cook' the grenade just like the Frag Grenade but again, make you sure you throw it a few good seconds before it detonates. The fuse in the Flashbang Grenade lasts for Five seconds. - - - - - - - - - - - Bazooka - Primary Mode - Rocket Launcher Secondary Mode - Rocket 'Whack' Clip Size - 1 Primary Ammunition Type - Bazooka Rockets Dual Weapons - No Info: This heavy explosive weapon is uncommon to find in levels. Although not abundant, it is great fun to use in the multiplayer mode of the game. The Bazooka has a fairly good reloading rate for a rocket launcher, so there's nothing too bad about the reloading. The main drawback to this weapon would definitely have to be the very slow firing rate. It can fire a rocket every several seconds therefore making you very vulnerable once again. The secondary mode is a good up-close defensive move were the gunner takes a spare Bazooka rocket and uses it as a 'whacking rocket' :P You only can 'whack' once before the gunner places the spare rocket away, which then requires you to use to press the alternate fire mode button again to bring the spare rocket back out for another one-off whacking. Make sure you are near an enemy before using the secondary mode. The second drawback is the fact that you cannot carry too much ammo for this weapon so always stock up on it if you are running low on ammo. ############################################################################### "Section F - Object Inventory" ############################################################################### You can use the following objects as weapons to knock out innocent or hostile people. You will need to refer to objects in some levels if you want to knock out friendly people or else if you kill them, you can fail the mission. Of course if you cannot find any objects to knock out people with, just use your punching technique to get them instead. All of the objects that can be used in weapons can only be used once before they are rendered useless. MedKits replenish your supply of health points depending on the one you use. The full health kits supply more health but are often harder to find. When you collect a MedKit in the singleplayer mode, you need to select it from the inventory and use it. In multiplayer, when you run over the MedKit, your health is automatically replenished. Armoured vests and helmets help improve your resistance towards bullets shot from opponents. Sometimes, the armour cannot stop the bullet from inflicting a wound, but the armour helps decrease the amount of health lost from a bullet wound. Armour is useless when you are affected by a direct explosion. Whenever you collect an armoured helmet or vest both in singleplayer and multiplayer modes, it automatically gets added to your body. Armoured Helmets decrease the amount of health lost when you are shot at the head. Armoured Vests decrease the amount of health lost when you are shot around the chest area. When you have both types of armour, this is the order at what they appear on the bottom left hand corner of the screen, where it displays the health and armour points. * Armoured Helmet Points * Armoured Vest Points * Health Points The mission items aid you during the missions in singleplayer mode. They are critical to use sometimes to access certain areas of a level that prove inaccessible with conventional methods. _______________________________________________________________________________ F01 \ * * * Objects * * * -=-=-=-=-=-\___________________________________________________________________ - Alcohol Bottle - Info: The Alcohol bottles have different appearances. Some bottles look different and contain numerous labels like Bourbon Whiskey, "Strong" Dry Gin and there are some others. These are probably the most fun objects to use to knock out people with. The bottles are usually the most abundant items you can find in a level, behind chairs of course! - - - - - - - - - - - Ashtray - Info: The ashtray is nearly uncommon in the singleplayer mode. You will generally find it in levels that have offices or small rooms. For some weird reason, whenever you hit an enemy with it, you'll always think that this piece of small metal won't be able to knock the target out. Strange indeed! - - - - - - - - - - - Brick - Info: Found in small amounts in limited missions. The bricks usually appear in missions which you have no weapons [ie: prison]. They are relatively small, so they may be tricky to find sometimes. - - - - - - - - - - - Broom - Info: Acts just like the shovel and is even more rare to find. Although not appearing as 'powerful' as the shovel, it is still funny to use a broom as an actual weapon. - - - - - - - - - - - Chair - Info: The chair is one of the most abundant out of all objects to use as a weapon. Besides the alcohol bottles, this has got to be one of the most funniest objects to see an enemy get whacked with! - - - - - - - - - - - Glass Shard - Info: This object is actually unique to the others, as it actually kills the target if it gets hit at the head. The accuracy of this object is pretty poor as it falls low very quickly once you throw it. Make sure you are very close to the target before using this object. - - - - - - - - - - - Shovel - Info: You will find the Shovel more commonly in the singleplayer levels containing snow areas or the canyons. It provides a rather painful experience towards the target that gets hit by it. _______________________________________________________________________________ F02 \ * * * Health Pickups * * * -=-=-=-=-=-\___________________________________________________________________ - MedKit - Healing Points - 25 Healing Points with Skill - 50 Info: The normal MedKits do not supply as much health points as the Full MedKits do. They are also a lot more common and easier to find in a level. The normal MedKit box is smaller than the Full MedKit and is labeled 'First Aid' on the top side of the box. If you have learnt the medical care skill, you can get double the amount of health points from the normal MedKit. You are healed 50 health points in the multiplayer mode of the game when you collect the Normal MedKit. - - - - - - - - - - - Full MedKit - Healing Points - 50 Healing Points with Skill - 100 Info: The full MedKits are harder to find in missions as they are less abundant. You may need to require to look around a bit harder to find these as they can be well hidden sometimes. The actual Kit is a lot bigger than the normal MedKit box and has a big red cross on top of the box. If you have learnt the medical care skill, you can get double the amount of health points from the Full MedKit. You are healed 100 health points in the multiplayer mode of the game when you collect the Full MedKit. _______________________________________________________________________________ F03 \ * * * Armoured Helmets * * * -=-=-=-=-=-\___________________________________________________________________ - Light Armoured Helmet - Armour Points - 20 Info: The light armoured helmet is fortunately not found as often as the heavy armour in singleplayer. It provides half the amount of armour points that heavy version does. The light helmet has the appearance of a normal helmet! - - - - - - - - - - - Heavy Armoured Helmet - Armour Points - 40 Info: This armoured helmet does not give you 100 points of armour straight away, so you need to get a few of these. These helmets are pretty easy to find in multiplayer. The heavy helmets have the appearance of a light helmet, except they have a visor at the front of the helmet, hence making it look more 'protective'. _______________________________________________________________________________ F04 \ * * * Armoured Vests * * * -=-=-=-=-=-\___________________________________________________________________ - Light Armoured Vest - Armour Points - 50 Info: The light vest is more common in the singleplayer mode of the game than the multiplayer mode. It provides half the amount of armour points and appears different compared to that of the heavy vest. The light vest has a blue colour and looks like a 'half' jacket that goes over the shoulders. - - - - - - - - - - - Heavy Armoured Vest - Armour Points - 100 Info: The heavy vest appears more frequently in multiplayer. It provides twice as much armour points than the light vest. The vest has a blue colour and looks like a full bulletproof jacket. _______________________________________________________________________________ F05 \ * * * Mission Items * * * -=-=-=-=-=-\___________________________________________________________________ - Key - Info: Keys! You'll find these just about everywhere in this game. If you ever come to a locked door, chances are you need to kill an enemy elsewhere or look in a room to retrieve a key. - - - - - - - - - - - Magnetic Pass/Keycard - Info: These act just like keys. They unlock doors by using a keycard console nearby the locked door. Sometimes they will be lying around the level, usually in an area that is hard to access or you'll just have to find an enemy with one! - - - - - - - - - - - Lockpick - Info: This handy device will save you numerous times throughout various levels. These can unlock some locked doors that you cannot get the keys for. Some locked doors cannot be lock picked. - - - - - - - - - - - Grapnel - Info: The Grapnel is also another handy device that can be used to easily access areas of a level that are generally too dangerous to access normally. You will need to find a hook to attach the wire to before you can go flying around. Any objects that are in the way of the grapnel cable will automatically retract the cable, making you fall, so make sure you avoid any obstacles in the way! Note that in this walkthrough, I will be referring the Grapnel as the 'grapple' because more people would actually understand what it is. - - - - - - - - - - - Microphone - Info: Used only in limited missions, the microphone is used to tap into various devices so you can easily eavesdrop into conversations which may prove extremely important towards the mission. - - - - - - - - - - - Shotgun Microphone - Info: Only used in limited missions like the normal microphone, the 'shotgun' microphone is used for eavesdropping into conversations located in areas that are inaccessible or too risky to go into to place a normal microphone. This microphone picks up sound waves from a distance, but must be aimed directly towards the target. - - - - - - - - - - - Bomb - Info: Also used in limited missions, the bomb is used to destroy hard targets or structures that are too large to destroy with conventional weaponry. The bombs are detonated via timed triggers. ############################################################################### "Section G - Singleplayer Mission Walkthrough" ############################################################################### This part of the walkthrough will explain in detail the numerous missions which you will encounter during the singleplayer story mode of XIII. There are a number of things you can find and learn throughout the missions if you are really into the game - so it is always a good idea to investigate each level thoroughly until you are sure that you have found everything! There are some interesting parts in some of the missions where you usually black out into a 'flashback' of the past events that have occurred recently. These sorts of things usually reveal important parts of the story so you might want to listen to the flashbacks carefully! If you have familiarized yourself with all the above information in this walkthrough based on the Skills, Characters, Weapons and Objects, then you should be ready to play the game. If you are already into it, you can easily use this mission walkthrough to aid you in anything you may get stuck in later on the game. Use the find function [Ctrl+F] to access any of the levels for this mission walkthrough. Each mission is given a three digit alphanumeric code which you can use for easy referencing depending on the mission you need to access. Part of the missions names throughout the walkthrough have also been given made up names so they are hopefully easier to identify as there are no 'real' names for each level besides the given location. Sometimes, each level may consist of three or four parts, so therefore, this is an easy way of putting them 'together'. Any buttons or controls mentioned throughout this mission walkthrough is set under the 'default' option, so if you have changed your setout, it may require you to press different buttons or keys. All the MedKit and Armour locations mentioned in each level are actually fixed pick up locations in the levels and not from the dead bodies of guards. The 'Weapon Pickups Available' section for each mission determines all the weapons you can pick up from either dead guards or fixed pick up locations, but not weapons that you have carried on from the previous mission(s). With all of that mentioned and cleared up, there is nothing else to do but to start reading the mission walkthrough! _______________________________________________________________________________ * * * Mission 01 * * * / "Brighton Beach - Awakening" [G01] __________________________/---------------------------------------------------- _______________________ Mission Overview: \__________________________ ================================================== Location : Brighton Beach, New Jersey Time : 9:00 am _______________________ Introduction/Briefing: \__________________________ ================================================== You have been found by a female surf life saver by the name of Janet. You were washed away to the shores of Brighton Beach, located at New Jersey. Currently suffering amnesia, therefore having trouble remembering remnants of the past and also badly wounded, you now need to try to re-trace your steps of what happened in the past to piece back everything together. _____________________ Mission Walkthrough: \____________________________ ================================================== At the start of the level, you find yourself with the assistance of Janet, the Life Saver that found you lying on the beach shore. She asks if you can see the yellow truck a certain distance away and you are required to follow her to get to the truck. Start following Janet and about half way through the trip, you will see a helicopter flying from the cliffs straight ahead of you. XIII goes into a lapse and experiences a flashback of the previous events that made him end up at the shores of the beach. During the flashback, you'll see yourself on the boat that you jump off. It gets invaded by The Mongoose and his mercenaries so you need to get away and jump off the boat. Move straight towards the stairs and then turn left, opening the door that leads to the outside walkway. Wait here for a little while until you hear Kim say "Jump ship". The screen flickers white for a second and this time, there is an enemy running up the walkway shooting at you. The rest is automatically done and once you land into the water, you snap out of the flashback. Continue following Janet until you black out again, hence ending the first level. _______________________________________________________________________________ * * * Mission 02 * * * / "Brighton Beach - Invasion" [G02] __________________________/---------------------------------------------------- _______________________ Mission Overview: \__________________________ ================================================== Location : Brighton Beach, New Jersey - - - - - Weapon Pickups Available: Combat Knife 9mm Pistol .44 Special Kalash MedKit Locations: 1]: At the start, next to Janet's dead body, mounted on the wall. 2]: At the end of the second jetty, inside the yellow life guard boat. 3]: At the last part of the level, mounted on the wall of the 'Diving Material' building at the corner of the cliff. Full MedKit Locations: 1]: At the end of the wooden boardwalk, mounted on the wall of the 'Luncheonette' building. - - - - - Primary Mission Objectives: - Escape from the first aid post. - Leave the beach using the killers pick up truck. _______________________ Introduction/Briefing: \__________________________ ================================================== After blacking out numerous times while following Janet to her vehicle, she has escorted you to the nearest first-aid post in effort to send you to a hospital. Unfortunately, The Mongoose's henchmen are aware of your location and they want you dead. Janet gives you a key for a Deposit Box in Winslow Bank, before she gets murdered by one of the mercenaries. It's up to you to escape from the Beach and travel to New York City as quickly as possible. _____________________ Mission Walkthrough: \____________________________ ================================================== First things first - you need to escape from the first aid building you are currently inside. Pick up the combat knife from Janet's body who unfortunately got killed by the assassin standing near the entry of the building. Use the throwing technique of the knife to hit the assassins head who is standing at the front of the door with his back turned towards you. Don't go too close to him or else he will turn around and start shooting. If you try to open the front door, it is locked so you will need the Key to unlock it. Turn around and go into the back room and on the table to the right of the back door is the key. Once you pick up the key, a guard with a Magnum comes running towards your position via the back catwalk. There is a 9mm Pistol and an ammo clip on a table to the right side of the back room and a second ammo clip can be found in a cabinet to the immediate right of the table the Pistol was on. Use this to kill the guard. You can also stock up on your combat knives by going to the table to the left of the back door. Alternatively, you can kill the guard using the ashtray or bottles on the tables in the back room area. Once you kill the guard, pick up his .44 Magnum and also collect the box of .44 ammo at the back catwalk area. Head back towards the front door, but if you need any health, there is a Medkit mounted on the wall next to Janet's dead body. Go to the front door, pull out the key and use it to unlock the door. Then use the action button to open the door and escape from the building. - Escape from the first aid post. Status: **COMPLETE** Pick up the AK-47 Kalash from the assassin's dead body and proceed forward to the two crates, where there is a 5.56mm clip for the Kalash, then turn right on the boardwalk, where at the end of it is a helicopter dropping off two enemies armed with Pistols. After dropping off the guys, the helicopter takes off and passes by you quickly while shooting at you - but you can easily dodge the gunfire. Kill the enemies, take their ammo and collect the Full Medkit on the wall, at the last building, which is the Luncheonette hut. You can also enter inside through the two doors of the Luncheonette hut to collect some ammo for the Kalash, Pistol, Magnum and Throwing Knives. Once you pick up everything from the room, exit and make your way back to where you came from earlier on and turn right on the small catwalk leading to the steep cliffs. Pull out your Magnum for this part. Once you go around the corner of the narrow catwalk, look ahead up the cliffs and an enemy runs near the edge of it. A red rectangle surrounds the enemy when it comes so you can see where it is exactly. Kill him and proceed up the small ramp to the upper area of the catwalk, picking up the magnum ammo from the dead body of the enemy you just killed if he landed on the catwalk. When you are about to arrive to the square viewing platform, another guard with a pistol suddenly jumps there. Kill him quickly! Follow the catwalk until yet again, another guard up on the cliffs, to the right, follows you! If you keep running down the slope of the catwalk, an orange boat with The Mongoose on it passes by. Nothing happens here except with The Mongoose shouting out some words of wisdom to you. Head towards the two crates near the bottom of the slope and another enemy runs to you, but is instead armed with throwing knives. He will continuously run after you while throwing the knives, which are easy to dodge but starts to get frustrating after a while. Eliminate him and proceed through the catwalk until you reach the boat jetty. When you arrive at the jetty area, the helicopter will return again to drop off some additional enemies at the end of the second jetty. Sometimes it will drop one guard or other times it will drop two. Kill these guys and take their ammo. At the end of the second jetty is a yellow life guard boat, where you can find a Medkit inside. There is also some magnum ammo inside the blue boat, to the right side of the first jetty if you need some. You can swim in the water, but I suggest that you don't as it is a waste of time, unless you want to surprise the enemy further ahead on the small embankment area, which doesn't really work too well. If you still are on the jetty, continue following the catwalk to the last area with the pick up truck. Over here, there are usually two guards, one hiding behind the truck and the other behind the building, at the far corner. You need to kill the one behind the building in order to receive the key from his dead body. Try to pass this last part of the level quickly because every minute or so, the helicopter will drop off another 2 guards at the cliff areas. However, if you really have the urge to, you can actually shoot down the helicopter, but it takes a lot of ammo from your guns in order to do it. It takes about 21 to 23 shots from the .44 Magnum to destroy the helicopter. It would be quicker with the Ak-47 Kalash, but you will need to be closer to the helicopter if you want to hit it with every bullet. There is another Medkit and some .44 ammo near the last building. If there are any lurking enemies around, eliminate them and use the key you picked up from the dead body to unlock the door of the pick up truck. Press the action button to open the door, ending the level! - Leave the beach using the killers pick up truck. Status: **COMPLETE** _______________________________________________________________________________ * * * Mission 03 * * * / "Winslow Bank - Investigation" [G03] __________________________/---------------------------------------------------- _______________________ Mission Overview: \__________________________ ================================================== Location : Financial District, Midtown, New York City Time : 11:00 am - - - - - Weapon Pickups Available: 9mm Pistol .44 Special Pump Action Shotgun MedKit Locations: 1]: The Director's Room. Wait until the guard opens the locked door and knock him out. You will find it on top of some draws in the next room. 2]: After the Director's Room, the far side of the Library, on a table. Full MedKit Locations: 1]: Third Floor. Open the first brown door after leaving the elevator and look to the right. It is on top of a table. - - - - - Document Pickups Available: Attaché Case - - - - - Primary Mission Objectives: - Access the Strongroom. - Escape from the Bank. * Do not kill the Bank Staff. _______________________ Introduction/Briefing: \__________________________ ================================================== Using the Killer's Pick-Up truck from Brighton Beach to use as transportation to New York City, you find yourself at Winslow Bank - which is one of the most prestigious banks in New York. You need to get access to the Deposit Box which you were given the key for from Janet, before her death. _____________________ Mission Walkthrough: \____________________________ ================================================== What a terrific bank indeed! It looks great! First things first, as the objectives instruct you, do not kill any of the staff who work inside the bank. For obvious reasons, you also start without a weapon. From the start of the level, move straight and go towards the Bank Clerk waiting behind the counter to the left side of the lobby. Go to the right counter and you'll be taunted by the lady waiting in line :) He asks for your Deposit Box Key which you give to him automatically and then he tells you to follow him. Move back towards the start and go through the brown door next to the security guard, once it is opened by the Clerk. Follow the Clerk through the hallway, down the stairs and then wait until the rather polite security guard opens the vault. Enter once it is opened. Walk to the far end of the hallway until you reach the last section. Here you will see a white rectangle surround the Deposit Box you need to open. Open it and you will see a black suitcase and a bomb, which is activated. You suddenly remember about the bomb and enter into another flashback. You only need to listen to Jones speak as she gives you some information about the money inside the case and some other things about the other conspirators. You snap out once she tells you to 'activate the bomb' and suddenly, right in front of you, the bomb explodes, making you lose some health. - Access the Strongroom. Status: **COMPLETE** The bomb makes a rather large hole on the wall. Go through the hole, move straight along the water pipe area and turn right into the narrow corridor leading to the ladder you can climb. Crouch and follow the vent until you get to the mesh blocking the way, which you need to punch. Drop down from the vent. Move around the corner and you will find a security guard with his back towards you, investigating the area. He is armed with a Magnum so go behind him and knock him out. Go up the stairs and open the door. Avoid pulling out the Magnum - the cops don't care if you have it or not, but they will still shoot at you. Since you cannot harm innocent people, you need to punch or use the items provided around the level to knock out the security guards. Go up the stairs until you reach the next open door, where you can find a chair nearby. Pick up the chair and use it to whack at the guard, on the balcony of floor two. Follow the balcony and a second guard runs towards you, who you also need to knock out. Walk all the way around the balcony until you reach the next guard who comes out of a door at the far end. You can use the ashtray on a table nearby to knock him out. Go to the door which he came from - which is labeled 'Director' and go inside the room. You will see ahead in the next room the Bank Director talking to The Mongoose by phone, mentioning that you are still alive. Once he finishes talking, you will see the security guard walk to the door at the right, then leaving the room. When he walks away, move towards the brown door at the right corner of the room and wait for the guard to open it. Knock the guard out. In this room is some health incase you need it. Exit the room through the opposite door. You are now in the Director's room. There is not much in the Director's room besides the black briefcase on the table, so exit the room using the other door. This leads to the library. If you look dead ahead after exiting the door, there is a door on the other side of the library. You need to go near there, but not quite yet! There is two guards patrolling the area so knock them out by using the 'sixth sense' skill you are taught once you have entered the room. When the guards are down, go to the opposite side of the room towards the door you saw earlier on, grab the health on the table, jump and crouch on the table, punch the vent and move through the shaft. You cannot go through the brown door nearby as it is locked. Keep crawling through the shaft until you reach the exit of the shaft. After you leave the vent, you will end up in a long hallway with a lady standing at the far end of the hallway. Run up behind her and quickly press the action button to grab her as a hostage. You can also use your weapons or one handed items while holding the hostage but remember, do not shoot any innocents. Grab the Magnetic Card from the table and move along to the brown door, swiping the card at the small console to the left of the door to open it. This part is pretty fun! While holding the hostage, face towards the three security guards at the corner to the left. You need to move towards the first elevator, to the right, in order to move further into the level. You cannot turn your back away from the security guards as they will then shoot at you. Always face the security guards and move backwards towards the elevator. When you reach the elevator, take out your Magnetic Card and swipe it against the console near the elevator to activate it. Also remember to face the hostage towards the guards while using the Keycard. Move into the elevator and press the button on the side wall to activate it. Drop the hostage once the doors close. You will then end up on floor three. Over here, some enemies ambush the area and kill some of the security guards on this floor. Pull out your Magnum if you haven't already and head left from the elevator, following the balcony. While running around the balcony, you can stop at the first brown door you see to get a Full MedKit - but there are a few enemies around in the two rooms here, so make sure you kill them first. Once your done in the room, head back out to the balcony again and continue moving to the other side. There are a few enemies to kill here, but once you make it to the stairwell, turn to the right and go through the emergency exit which has been blasted open. When you are outside, kill the enemy on the stairs in front of you then turn left and move down the stairs. Follow the balcony until you get to the ladder, which you need to climb down to finish the mission. - Escape from the Bank. Status: **COMPLETE** - Do not kill the Bank Staff. Status: **COMPLETE** _______________________________________________________________________________ * * * Mission 04 * * * / "FBI Headquarters - Interrogation" [G04] __________________________/---------------------------------------------------- _______________________ Mission Overview: \__________________________ ================================================== Location : Secret Offices of the FBI, Brooklyn Time : 8:00 pm - - - - - Weapon Pickups Available: 9mm Pistol .44 Magnum Pump Action Shotgun MedKit Locations: 1]: Near the starting area. Crawl through the vents to get into first room. Look inside a big, blue cabinet. 2]: In the small office before the blasted door. Inside a big blue cabinet. 3]: The third big, brown room. Head left to the open door and go down the stairs to a small room. Inside an old cabinet. Full MedKit Locations: 1]: The opposite room from the first MedKit. Behind the power board. - - - - - Document Pickups Available: FBI Documents - - - - - Primary Mission Objectives: - Rejoin the soldier on the rooftops. * Do not kill the FBI Agents. _______________________ Introduction/Briefing: \__________________________ ================================================== You are taken into the FBI Headquarters as you are the suspect of murdering President William Sheridan, after escaping from Winslow Bank. Being interrogated by Colonel Amos, a high-rank FBI officer who is investigating the plot of this assassination, you are suddenly surprised from an attack the enemy has made somewhere around the FBI complex. With Colonel Amos and his assistants leaving the room to investigate, this is the perfect chance to make your escape with Major Jones, who will aid your escape from the headquarters. _____________________ Mission Walkthrough: \____________________________ ================================================== When Amos gets interrupted by the person via the intercom, you will hear a loud explosion somewhere at the background. Amos and the other guys in front of you walk off to investigate leaving you alone in the room. You'll soon hear a person saying "Hey, psst!". Look to your right, at the vents and you will see Major Jones, who will eventually shoot the cuffs around your hands. This is when you start playing. As you exit through the blue door, you'll pick up some FBI Documents along the way which are on the floor. Look to the left after opening the door and you will see two guards sitting around, further down the corridor. Do not move directly towards the guards, so from the door, head straight to the dead-end where there is a vent nearby. Punch the mesh and crawl towards the next room. One of the two FBI guards will hear you when you punch the second bit of mesh blocking the end of the shaft, so stand up, get the glass bottle from the desk and knock him out when he enters the room. Quickly run out of the room and knock out the second guard. Walk back inside the room you crawled into and open the blue metal cabinets to find some health and pistol ammo. You can leave the room and open the door on the opposite side, which leads into a small room with a power board. Look behind the power board and there is a Full MedKit you can take. Exit the room, move down to the end of the corridor and go near the door. Take one of the two chairs near the door, then open it and run straight towards the guard who is about to shoot you and whack him. After you knock the guard out, punch the two cardboard boxes and the mesh at the vent. Crawl and move through the vent. When you leave the first vent, you will find yourself in a big hallway with some FBI guards and enemies shooting each other. Head straight down the hallway until you reach the very end of the first straight, of course while knocking out the FBI and killing the enemies - be careful when trying to identify who's who! At the end of the straight, turn right and go to the last door, to the left. You will see a FBI guard get shot out the door as you get close to it. This leads into the briefing room with numerous chairs. There is an enemy here so kill him and another runs in through the opposite door once you enter the briefing room. Exit the room via the other door and turn right at the hallway. Kill the next enemy you see chasing after the FBI Guard. Follow the hallway until you reach the second last open door [the one before the door that has been blasted by the explosion]. When you are inside the office, open the next door to the left side of the room. There is an enemy here holding an FBI guard by gunpoint so kill the enemy quick. You can find health in the first office room, inside the blue cabinet. Once you are done in the offices, go back to the hallway and go through the blasted door, up the stairs and open the brown doors on the top. Move along the big, old rooms until you reach the second room, which you have to kill 2 enemies. A third enemy comes running in after you kill the first two. Proceed to the third room ahead and kill the next two enemies to the left side of the room. If you want to get some health and shotgun ammo, head left in the third room to the open door and go down the stairs to the small room. If you want to continue with the level, turn right at the third room and move straight to the open gap on the floor in the next room. You will hear two enemies talking at the ground level, so quickly move on the area of the floor with the big crack on it and move back out. If your lucky, it will kill the guys, but if not, just shoot them. Head around the small ledge against the wall on the other side of the big hole. While on the ledge, kill the two enemies at the room ahead before actually moving to the room, so you do not lose too much health. When you are the room, after the gap, there is a downwards slope at the corner of the room that leads to the first floor, but do not bother going down here as this slope is only used for going upwards just incase you dropped into the first floor while walking across the ledge. Instead, move left to another small room and turn right at the other exit, then walk straight into the next big room ahead which has crates scattered around. Here, you will see one enemy in front of you so shoot him and another two run in from the opposite entry. After killing them, move along to the opposite side of the big room, turn right into the smaller room then turn left towards the narrow corridor. Move straight and then turn left at the end of the corridor. Crawl through the gap on the wall and climb up the ladder to end this mission. - Rejoin the soldier on the rooftops. Status: **COMPLETE** - Do not kill the FBI Agents. Status: **COMPLETE** _______________________________________________________________________________ * * * Mission 05 * * * / "Rooftop - Departure" [G05] __________________________/---------------------------------------------------- _______________________ Mission Overview: \__________________________ ================================================== Location : FBI Headquarter Rooftops, Brooklyn - - - - - Weapon Pickups Available: 9mm Pistol .44 Magnum Pump Action Shotgun Sniper Rifle Frag Grenade MedKit Locations: 1]: Inside the small building after you descend with the grapple to the big area. Near the start of the level. 2]: The room with two enemies after going up the first pair of outside stairs. Near the sniper rifle ammo. - - - - - Primary Mission Objectives: - Follow Major Jones. - Deactivate the tarmac security system. - Climb aboard the chopper. * Major Jones must not die. _______________________ Introduction/Briefing: \__________________________ ================================================== After escaping from the FBI complex which was crawling full of enemies, you now rely on Major Jones's additional help - on top of the buildings rooftops to escape from the area using a helicopter located further away in the level. The area is riddled with different sorts of obstacles so be cautious! _____________________ Mission Walkthrough: \____________________________ ================================================== This mission is relatively easy as you practically have to follow Major Jones along the way. Move straight and climb up the ladder to meet with Major Jones. After she finishes talking to you, hang around a little longer and she'll talk to you once again. This time, she gives you a grapple and demonstrates where you need to go. Use your grapple to travel upwards to the roof above, being careful not to fall off once you disconnect the grapple. Meet up with Major Jones again at the opposite corner of the roof. Jones then starts talking to you again but an enemy from the building at the opposite side interrupts and you need to follow Jones behind some cover before she gives you the Sniper Rifle. Use the rifle to pick off the enemy and another enemy to the right of the building. She then tells you to move to the other side below. Use the grapple on the next hook to descend downwards to the next area. Over here, several enemies start running from a few directions. Kill them all and follow Jones to the door which she opens with a lockpick. You have to open the actual door yourself, but when the door opens, an enemy kicks a table down for cover, so just run around it and kill the enemy. Follow Jones to the door she kicks down and go up the stairs. When you are going up the last upwards slope of the stairs, Jones tells you to get a 'running start'. Just run as usual, but jump over the small gap on the stairs not too far ahead. After you make it across the gap, wait until Jones Lockpicks the next door. Once again, you have to open it once she's done, but storm inside through the narrow passage into the room, which you need to kill two more enemies. There is also some sniper rifle ammo here and a health kit. Jones will open the next door, leading to another rooftop. There are more snipers headed their way. Look to the building on the right far side. Kill the first sniper that appears on the right side of the building, then the second which appears straight ahead then the last on the left side of the building. Once the area is clear, follow Jones to the next area. You need to do a jump to land on the crates at the next building, or else you'll fall and die. It's not too hard! Continue following Jones around the ledge area of the current building until she stops to kick the big fenced door open. She will then stop nearby the corner of a building to the left. Walk near the middle of the open area. A cutscene shows Jones throwing a grenade at the building to the right of you. It's pretty hilarious! Once the guy on fire starts running off, about three enemies will appear in front of you which you need to kill. A fourth one comes out behind you once you kill the previous three enemies. Follow Jones again and jump through the smashed window which the guy on fire jumped through. Keep following Jones around the various rooms until she stops and gets the message from her insider. After being interrupted, a guy with a Bazooka blasts open the brown double doors ahead. Use the sniper rifle to pick off the guy with the Bazooka and the other three enemies standing around the area. Once it's clear, Jones instructs you to disable the security system in order to escape inside the helicopter. Just move towards the building to the right, while killing the enemy that runs out the doors when you get close to the building. Enter inside the building. Shoot at the security unit the white rectangle highlights to disable the security system. - Deactivate the tarmac security system. Status: **COMPLETE** Once the system is disabled, run outside and follow Jones towards the helicopter. Ignore any enemies that you hear shouting or shooting at you, unless you got low health. Do not waste your time shooting all of them. Just wait long enough until Jones enters the helicopter, then go next to it to end the mission. - Climb aboard the chopper. Status: **COMPLETE** - Follow Major Jones. Status: **COMPLETE** - Major Jones must not die. Status: **COMPLETE** _____________ Submissions: \____________________________________ ================================================== The following submission has been submitted by "Jingo". - In the area where you grapple downwards (after getting the sniper rifle and before the door where you hear the news bulletin), there is a set of fire stairs to the right (when standing under the hook and facing the wall). It is located behind a wire drum and there is a medikit on the ledge. Head up the stairs and open the door at the top which leads to a room with a Heavy vest, Full Medikit and a Magnum. - - - - - - - - - - The following submission has been submitted by "RkSpade". - After you go down the opposite side of the building with the grappling hook (after she gives you the sniper rifle), turn left. You will see a spool of wire. Go that way to the edge of the building and look left again. You will see a medikit. Go that way and up the fire escape to the very top. Open the door and go to the cabinet. There you will find a full medkit, full armour, and a 44 Special. _______________________________________________________________________________ * * * Mission 06 * * * / "Emerald Military Base - Insertion" [G06] __________________________/---------------------------------------------------- _______________________ Mission Overview: \__________________________ ================================================== Location : Emerald Military Base Outskirts, Appalachian Mountains Time : 6:00 am - - - - - Weapon Pickups Available: 9mm Pistol Assault Rifle Pump Action Shotgun Crossbow MedKit Locations: 1]: Inside the guard booth near the tunnel entrance. 2]: Located at the same place as MedKit number one. 3]: Inside the first Warehouse you need to re-connect the power. On top of a stack of crates. Second floor. Full MedKit Locations: 1]: Inside the first Warehouse you need to re-connect the power. The very back area of the main open area you need to re-connect the power. On top of some crates on the first floor. 2]: Inside the building the two enemies are in, after extending the bridge open. Inside an open cabinet. Armoured Vest Locations: 1]: Inside the first Warehouse you need to re-connect the power. On top of a stack of crates. Nearby the entry of the warehouse. Armoured Helmet Locations: 1]: Inside the first Warehouse you need to re-connect the power. On top of a stack of crates. Nearby the entry of the warehouse. - - - - - Primary Mission Objectives: - Penetrate the base enclosure. - Re-Connect the power supply. _______________________ Introduction/Briefing: \__________________________ ================================================== After being inserted at the Rocky Mountains by Major Jones with her assault helicopter, you find yourself at the outskirts of the Emerald Military Base. You need to perform a variety of different operations for the next few missions in able to successfully infiltrate the base and rescue a very important ally, General Carrington. _____________________ Mission Walkthrough: \____________________________ ================================================== From the start of the level, pull out a weapon. Follow the numerous corners through the narrow snow trench. After going around the first corner, you will see some frames showing the enemies killing the guards of the tunnel entrance further ahead. Keep walking another few corners and once you get to the last straight of the trench, you'll see one of the enemies investigating the dead body with his back turned towards you. From a small distance, use a weapon to blast him. Pull out your Crossbow and walk towards the road, but stop when you can see the two enemies standing nearby the jeep blocking the entry. Use the crossbow to get headshots and move closer to the road to kill the third enemy who is standing near the guard booth on the left side of the tunnel entry. Once you have killed all three enemies here, grab their ammo and health from the guard booth, and hide behind the jeep facing towards the direction of the open road - not the tunnel road that is blocked off! Have your crossbow handy and wait several seconds when you should see two enemies walk on the open road from a distance. Use the x8.0 Zoom Magnification in the Crossbow to try to get both enemies. Once you kill both of them, move towards their bodies on the road to get ammo for the Assault Rifle then keep following the road. Pull out your Assault Rifle and run up to the stranded truck. There are two enemies arguing nearby the truck so just blast them and move forward. When you go around the next corner, keep your Assault Rifle handy as the enemies see you pretty easily and run up towards you. Usually, about three or four enemies run up towards you so use burst shots from the Rifle to kill the enemies quicker and more effectively. Go around the corner and move straight. You will hear a gunfight but do not worry about it as it's happening in another room! You will now encounter a new problem. There is a bridge you need to activate in order to get to the opposite side. Go in the small booth that controls the bridge and use the hit the action key to press the activate button. The main problem is that there is no power going through to actually activate the bridge, so you need to re-connect the power supply. Firstly though, leave the booth and go towards the edge of the road and pick off the two enemies straight ahead - above you. One enemy is on the cliffs and has got a Crossbow and constantly shoots it at you so kill this enemy first. Use the x8.0 zoom in the Crossbow to make things easier. Do the same thing for the patrolling enemy at the walkway above the entry. Now to re-connect the power! Backtrack a little through the stage to the part where you see the two big metal doors which are closed. To the left of these big doors is a small metal door you can enter through. You'll also notice that the gunfight is getting louder so be ready! Go through the small corridors into the open area of the warehouse. Kill any enemies you encounter, who are more than likely 'distracted' from killing the other guards. Enter the 'main' open area to kill any more alive enemies but watch out just in case the jeep explodes. Go to the far side of the open area to get some full health and ammo for your weapons. Move back to the first, smaller open area and while you are, another 3 or 4 enemies run in from the entry trying to blast you away. Use the Assault Rifle once again to kill these armoured enemies. When you are back at the smaller open area, move to the left and go up the stairs. This makes you end up on the second floor of the main open area. From here, look and move to the left where you can see the power console for the bridge. Activate it and exit the Warehouse from the way you came from. - Re-Connect the power supply. Status: **COMPLETE** Head back to the booth which controls the activation of the bridge and now activate it using the button. The bridge will now extend and now you can cross to the other side. Head towards the building on the left side which you can hear the two enemies speak from. Enter inside it and kill them. Grab all the ammo and health here and exit out again! If you wish, you can enter into the other booth nearby and make the bridge retract back to it's original position. Now the next pair of big doors nearby are also closed. There is nothing you can do to open it so we need an alternate way to get around. Go back near the building you killed the two enemies inside and there is a whole stack of crates nearby the building on one of the sides. Jump up the crates until you reach the roof of the building. From here, look upwards and a white rectangle will mark a grapple point. Use the grapple to get up towards the ledge area. Now that you are on the ledge, walk to the end of it and you should see a vent. Punch the metal mesh and crawl inside it. Straight ahead is a ladder which you need to climb down, to pass this mission. - Penetrate the base enclosure. Status: **COMPLETE** _______________________________________________________________________________ * * * Mission 07 * * * / "Emerald Military Base - Infiltration" [G07] __________________________/---------------------------------------------------- *** Mission 07 = Emerald Military Base - Infiltration = Guide One *** _______________________ Mission Overview: \__________________________ ================================================== Location : Emerald Military Base, Appalachian Mountains - - - - - Weapon Pickups Available: Combat Knife 9mm Pistol Assault Rifle Pump Action Shotgun Crossbow MedKit Locations: 1]: The building ahead of the second building with the power generator unit. Inside a metal cabinet. This is the building closest to the big metal doors at the other end of the snow covered road. 2]: Inside the small building before you climb the ladder to the roof. Full MedKit Locations: 1]: Inside one of the two accessible Barracks. Armoured Helmet Locations: 1]: Inside the first power generator room on top of a table. 2]: The building ahead of the second building with the power generator unit. Inside a metal cabinet, this is the building closest to the big metal doors at the other end of the road. - - - - - Primary Mission Objectives: - Find a passage and infiltrate the base. - Disable 4 Power Generators. - Access the Roof using the ladder. * Prevent the SPADS from setting off the alarm. _______________________ Introduction/Briefing: \__________________________ ================================================== After successfully entering the inner section of the Military Base, you need to be able to infiltrate this area without the alarm being sounded or else General Carrington gets executed immediately, failing your mission. If you are able to infiltrate this part of the base, you can easily access the interior via an alternate passage. _____________________ Mission Walkthrough: \____________________________ ================================================== One of the important items you get to use in this mission is the lockpick. You get told by Major Jones that you need to deactivate four power generators so keep that in your priority list. There are four seperate structures that control the power generators, but these are easily distinguishable by the buildings that have red flashing lights near the doors. There are two buildings at the open road area and two buildings inside the enclosed barracks area. First, you need to crawl out of the vent and get the Crossbow ammo behind the crates. You can look out easily at the road and you will see no enemies around the area, but always be cautious of your surroundings! Move along the road and look to the direct right - at the wall, where you can see a metal door, which is locked. This is where your lockpick comes in handy! Once you enter the barracks area, this is the part which you need to be careful about. There is a patrolling enemy around the middle area. Utilize your sixth sense skill to hear where the enemy is and use your Crossbow to pick him off. Now, move towards to the building at the right corner of the area - the one with the red flashing light near the door. Note that you can hear a few enemies inside the building. You need to use the lockpick to unlock the door. Once that is done, pull out your Assault Rifle, open the door and kill both enemies inside as quick as possible. You do not want them activating the alarms! Once they are dead, look around the room until the white rectangle shows you where to look. Once you have found the power unit, punch the mesh blocking the unit and then destroy the unit itself. You now have three generators left to deactivate. You can obtain Knives from this building at the far corner so get them and exit the building. You now need to find the second building in this area. There are four more enemies in the barracks area - one standing in one place and three walking around. The area is riddled with alarm units so you need to kill these four guys without each other seeing one get killed! Go around the back area of the three barrack buildings [closest to the cliff] and pass behind the first barrack building. Do not pass the two crates yet. Get out your crossbow and aim for the enemy patrolling behind the third barracks building straight ahead. Try to kill him while he is actually walking 'behind' the building. After killing the first enemy, pass the two crates a little and look to your direct left. There is a stationary enemy standing near the M1A1 Abrams Tank parked nearby. Snipe him with the Crossbow and continue walking along, behind the barrack buildings. Pass the second barracks building and stand so you are between the gap of the second and third buildings. From here, snipe the next enemy walking back and fourth. Finally, walk right up to the enemies body you just killed and pull out a combat knife - get ready to stab! Run up towards the patrolling enemy nearby. Stab him and then head back to the opposite side to the small booth with the red flashing light. Use the lockpick to unlock the door and destroy the power unit. You now have 2 power units left to destroy. You can now access a few of the barracks to get some pickups, but only 2 of the 6 buildings actually have doors that open. Now you can exit the barracks area out of two doors. The one you lock picked earlier or another metal door at the opposite side, which is closest to the second building where you disabled the power generator unit. It is probably best for now to exit through the first door you lock picked earlier. Once you make it back to the main road, cross it and go behind the stacks of crates. You are nearby the next building with the third power generator unit, but firstly, kill the enemy standing in front of the stacks of crates. You need to lock pick the door once again but before you do, pull out your Assault Rifle, go around the backside of the building and kill the two enemies inside. Go inside via the front entry and disable the next power generator unit. There is one more power unit left to disable. Head towards the road again and if you look from the current position to the left, there is one more power building right ahead of you, near the entry inside one of the booths. If you can also see a patrolling enemy walking back and fourth near the booth, try to snipe him. There is one more enemy around the area and he is patrolling the second building near the road. It is the building closest to the tunnel entry but it does not control any power generators. You can go in here to get some armour and health pickups. Just make sure you kill the remaining enemy before you go inside! Now that all the enemies around here are dead, make your way to the last booth and disable the power unit to pass the objective. - Disable 4 Power Generators. Status: **COMPLETE** After completing the objective, make your way left [from the perspective of leaving the last power booth] to the far end of the wall. Pass the green truck that is parked and there is stack of crates ahead. Behind the crates is another locked door you need to lockpick. Get out your knife before opening the door, then run in and stab the first target. Look to the right and there is a small building. Go inside here and stab the next target. You can also obtain health from here. Once you done inside, move outside again and climb up the ladder. - - Access the Roof using the ladder. Status: **COMPLETE** - Find a passage and infiltrate the base. Status: **COMPLETE** Climb up the ladder to get to the next area. Over here, Major Jones tells you to use your grapple further ahead. Keeping walking along, with your crossbow pulled out until you see an enemy walking back and fourth. Kill him and progress through the narrow passage. Walk right to the end of the area until you reach the hook to use your grapple on. Use the grapple to traverse downwards to the vent. Once you get down there, release the grapple and punch the mesh blocking the vent. Crawl through the vent to finish this mission. - Prevent the SPADS from setting off the alarm. Status: **COMPLETE** =============================================================================== The following mission guide is submitted by "Lukio". This guide is perhaps a shorter, yet more effective guide to the mission just incase you get lost easily. - - - - - *** Mission 07 = Emerald Military Base - Infiltration = Guide Two *** _____________________ Mission Walkthrough: \____________________________ ================================================== Break the gate in front of you. Pick up the Crossbow and additional ammo. Go across to the other side of the hanger, pick up throwing knives on the crate. Move along through the crates on the left-hand side. After passing through the first row of crates, pick up the spade. Crouch and carefully move around the corner along the fence. Pick up the throwing knives laying on top of the crate. Right in front of the crates there is a guard. Wait till he turns his back to you. Turn around the crate and spade him. Move on crouched to the rear side of the guard house in front of you. You will hear a conversation. Wait until the conversation is over, then either use throwing knives or the crossbow to kill both guards inside. Enter the guard house by lockpicking the door. On the right wall is the first generator, press the USE key twice to destroy it. On the table are some more throwing knives. Go out of the guard house and carefully move alongside the fence - there should be a guard patrolling right in front of you. Wait until he stops, then throw a knife from close distance or quickly use the crossbow. Move along to the next guard house in front of you, smash the left side window. Now aim the crossbow with 8x Zoom. Zoom towards the door of the hangar. A guard will be patrolling from left to right. On his way back he stops for a moment, let the bolt fly. Enter the guard house. You will find a helmet, throwing knives and a small medk