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Mission: Impossible - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Mission: Impossible - Strategy Guide (Page 01).

***The Ultimate Mission: Impossible FAQ***
Author: marshmallow (m_mallow@hotmail.com)

Geez, you'd think with a great (well, most of the time) game like this 
there would be more FAQS, hence more _good_ ones. Yet most of them are 
either incomplete or too vague...So I guess it's up to me to clean up 
the mess. 

= = = = = = = = = = = = = = = = = = 
Version 1.0

Revision History: 

June 5th ,1999 - Spellchecked, and revised a few of the level 
walkthroughs.

= = = = = = = = = = = = = = = = = = 
Contents
-----------
1) My Opinion
2) The Basics of Being a Spy
3) Weapons
4) Gadgets 
5) Missions
6) Codes and Secrets
7) Legal Junk
8) Credits
9) Farewell/Final Notes

-------------
1) My Opinion
-------------

I have mixed feelings about this game. So I'll just split this section 
into two mini-sections...

PROS: Some of the levels will make you wow in awe, not just at the 
graphics, but at the sheer originality of the level design and the way 
everything works out (Embassy immediately comes to mind). The music is 
also a big plus, which is mainly remixed M:I themes. Of course, how can 
you go wrong with one of the most world-renown music scores? 

The sheer amount of gadgets and information in this game is just 
breathtaking. For example, going to the characters section (at the pause 
screen) on the first mission will reveal a little bio of each character. 
Go to the 2nd mission, and it's all different! Then there's the Mission 
Briefings done in full-voice, along with a cinema. I was not expecting 
that, and I was very impressed with it. In fact, the only thing they got 
wrong with them was at the end they say "This mission, if you decide to 
accept it..." should really be "This mission, if you CHOOSE to accept 
it..." I know, it's quite insignifagent, but really...

CONS: On the otherhand, some levels will make you barf in awe at the 
small amount of work done on it (CIA Rooftop springs to mind)...It's 
unbelievable! In some levels (again, CIA Rooftop) there are so many 
glitches it's difficult to complete the level...For example, in the 
Train Car, when beating the guards with your fists, sometimes this one 
guard will not die! Then I fail my mission because that Max girl blows 
the train up...or I die first.

Then there are the soldiers...ick! Shooting a guard in the head does 
result in death, but it takes about (on the average) a second or so for 
him to fly backwards and die. Thus is appears as if I didn't kill him, 
so I fire again, only to find that the poor collision detection was at 
fault (NOTE: This does not always happen, but it happens often enough to 
bring up). And this is even worse due to the small amount of ammo you 
get (but the small ammo part is GOOD because it means you just can't run 
around firing your guns). 

Overall, an above-average game with a few flaws that keep it from being 
an A++ Title. 

And everyone wines because of lack of replay value..OK, Einstein, what 
would YOU do if you were the Designers? Huh? Well? I'm all ears...

Well, OK, they could have made you earn the cheats...   =)

------------------------
2) Basics of Being a Spy
------------------------

It seems like the majority of people expected this to be the next 
GoldenEye, where you blow hundreds of soldiers up and then you might 
have a few objectives thrown in. Nu-uh, sorry. This is more of a Spy-
Simulator than GoldenEye ever was, even in it's most spy-less (I can 
create my own words if I want to...!) levels. This game was never MEANT 
to be GoldenEye, and you have to understand that. 

Controls:

A - Jump. Also an action button when the communicator lights up red [See 
"Gadgets Section"]

B - Opens up inventory. Once it is open, it is used to scroll through 
weapons. And this magical  
    button also confirms things (i.e. The Mine is highlighted...press B 
to use!).

C Left - Scroll through Gadgets in inventory

C Down - Crouch (stationary)

R - Bring up target and switches to a semi-1st person view. 

Z - Shoot gun 

Digital Pad - Change camera angles. You won't use this much, but it is 
useful when looking  
              around corners without being seen.

Start - Pauses game (duh...yup!)

Analog Stick: Moves character and target (during 1st-person view). 
ANOTHER no-brainer...


----------
3) Weapons
----------

7.65 Silenced 
Looks: A black pistol...
Game's Description: Very silent, very deadly. No IMF agent would risk 
death without it. 

9mm Hi Power
Looks: A gray pistol...
Game's Description: Standard street weapon needs no introduction. 
Imprecise, noisy, hazardous when pointing at you.

Rocket Launcher
Looks: A short, gray device with a rather large hole at the end. Rockets 
look like sparkles...
Game's Description: A nice little hand Rocket Launcher. Very portable. 
Ideal for agents on the move.

Dart Gun
Looks: A watergun, to tell the truth! It has that little green bottle at 
the top and everything! :)
Game's Description: Used with sleep-inducing darts. Up to 20 rounds can 
be stored in one clip. Quite powerful and very silent.

My note: It kills people in some missions (majority), and puts others to 
sleep in others

Electro Stunner
Looks: A fish
Game's Description: Sends a 40,000 volt of shock that will electrify the 
recipient. Leaves victim unconscious, but doesn't kill (My note: That's 
funny, it always kills for me...)

Sniper Rifle
Looks: See GoldenEye's...
Game's Description: High precision rifle with very powerful telescope.

Uzi
Looks: A metal thingy-ma-bob
Game's Description: Popular black market item. Compact, automatic, 
frequently seen in criminal circles and major motion pictures.

Fire Extinguisher
Looks: ...kidding, right?
Game's Description: Funny, it doesn't have one...Well, just point and 
shoot.

Blow Pipe
Game's Description: Primitive weapon best utilized when discretion is 
essential. One advantage is that it doesn't react to metal detectors.

----------
4) Gadgets
----------

Communicator (used in every mission)
Game's Description: Miniaturized communication device that doubles as a 
database with info about the mission in progress.

Gas Injector
Game's Description: Very powerful and compact device. Used in closed 
areas, can render almost an entire army unconscious in seconds.

Explosives (TNT)
Game's Description: Combined with radio controlled detonator makes for 
great fireworks.

Detonator:
Game's Description: Standard equipment. Radio controlled, requires no 
special installation. 

Mine
Game's Description: Standard IMF sabotage device. Detonation can be set 
on contact, depth, or height.

AF Scan
Game's Description: When installed near an emitting device makes IMF 
communication completely undetectable.

Face Maker (Used in almost every mission)
Game's Description: The most useful IMF gadget of all. Foam cartridges 
will reproduce any face with 100% accuracy. Time and temperature can 
affect the duration of the mask. A lot of laughs at Langley Alumni 
reunion dinners.

Plastic Explosive
Game's Description: Can be used in minute quantities to blow away small 
equipment. Shoot to activate it without fuse.

Gas Capsules
Game's Description: Small capsule thrown to the ground produce the same 
results as the gas injector. Works well in open spaces, but their 
effects dissipate quickly.

Explosive Gum
Game's Description: Looks like Christmas (My note: It's red and green if 
you must know). Press red to green, stick somewhere and get away. Five 
seconds later it will blow your adversary into New Year's. Best not to 
chew.

Finger Scanner
Game's Description: For copying a person's fingerprints and reusing them 
for access to areas protected by digital scanners.

EMS
Game's Description: An electromagnetic scrambler for disturbing 
instrument readings and radar.

Deflector
Game's Description: A special device used to create passage in security 
laser barriers.

Miniature Camera
Game's Description: Miniature video camera, can be easily placed to 
record hard-to-get-at information like digital codes.

IR Contact Lens
Game's Description: Infra Red Contact Lenses enable security personnel 
to visualize invisible security lasers without otherwise altering their 
vision. 

Pass Card
Game's Description: Candice's magnetic access card will allow Ethan to 
start the computer and lock the room from the outside.

Disk
Game's Description: Ethan will download the NOC List on this disk after 
starting the computer.

Virus Disk
Game's Description: Candice has devices a nasty virus that will shut 
down security systems as soon as the disk is inserted in the mainframe 
computer.

Smoke Generator
Compact gizmos give impression a serious fire's broken out. Duration 
limited. Great for clearing areas, creating panic, and assuring yourself 
a seat on the metro at rush hour.

Blow Pipe
Game's Description: Primitive weapon best utilized when discretion is 
essential. One advantage is that it doesn't react to metal detectors.

Nausea Powder
Game's Description: Tiny dose mixed in a drink will result in nasty 
stomach upset. Guaranteed to stall victim in restroom for hours.

Video Freezer
Game's Description: Electronic jewel that blocks all flow of multimedia 
data.

-----------
5) Missions
-----------

Note: All of this is done in the IMPOSSIBLE MODE setting

I also apologize for including the briefings and everything...I know 
it's just hogging up space. I'll try not to do it in future games 
(Perfect Dark anybody?)


                      **********************  
                       MISSION # 1: ICE HIT  
                      **********************
Briefing: 

Good morning Mr. Phelps. It seems that an international weapons dealer 
has set up operations in an abandoned World War II Submarine Base. He is 
planning to sell 12 medium range missiles to an enemy country. Your 
mission, if you decide to accept it, is to sabotage the submarine 
carrying the missiles. As always, if any of your IMF team are caught, or 
killed, the secretary will disavow any knowledge of your actions. This 
message will self-destruct in five seconds...good luck, Jim.

That's what it basically was. I couldn't type everything as fast as the 
voice said it.

Team for this Mission:

Ethan Hunt (that's you) - One of IMF's most reliable agents. Highest 
success rate in the agency. Numerous skills make him first choice for 
any mission.

Jim Phelps - Leader of the IMF team. In Radio contact with Ethan. Has 
hacked into the Embassy's security system but needs to have his access 
unlocked from the inside.

John Clutter - Professional mountain climber and cold weather 
enthusiast. Specialized in radio systems and explosives. Participated in 
the successful Arctic Shield Mission in the North Pole. 

Andrew Dowey - Ex-marine colonel, one of the finest triggers in the 
agency. An inestimable ally for his electronics skills and knowledge of 
alarm systems.

////////////////////////---------------------\\\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////STAGE 1: LUNDWIST BASE\\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////----------------------\\\\\\\\\\\\\\\\\\\\\\\\\\


Text Briefing: 

Arriving at the canal, you should land unnoticed. Clutter will take the 
long way around to join you near the tunnel entrance and Dowey will take 
the raft back to the rendez-vous point for your getaway. Your main 
problem will be to get to the subpen on the other side of the very long 
and well-guarded tunnel. Using your facemaker you should be able to take 
on someone's identity and it would help if you could find somebody 
important. Perhaps you could find a way to get someone to run an errand 
for you and hitch a ride. Don't forget to take Clutter with you, as 
you'll need him to complete the mission.

 
Oh yes, the facemaker won't work outside in this extreme cold. 


Primary Objectives:
a. Change identity
b. Find excuse for errand
c. Destroy electric power plant
d. Get to subpen with Clutter

Weapons/Gadgets:
Communicator
7.65 Silenced
Face Maker


Walkthrough: 

The second you get off the boat you get a message telling you to go to 
the white dot on the scanner. This is the hut where the officer works. 
If you don't go to him immediately, you'll have to knock him out outside 
and drag him into the hut and THEN change into his face (you must do 
this because, like the briefing says, the Facemaker won't work in the 
extreme cold of this area). 

Anyways, once you have his identity (mission a complete) you are free to 
roam the level without fear as long as you don't shoot anyone. But 
before leaving the hut, be sure to go around the counter and get the 
little letter on the table (mission b complete). Now, go  forward and 
turn right at the fork. Give the man standing by the truck your excuse, 
and he'll hop in the truck and start it up. Now go back to the fork and 
go into the snow along the machinery. See the red dot on your scanner? 
Go there. Look around, making sure no one is looking, and shoot both 
sides of the  (mission c complete). Now just go over and hop in the 
truck, Clutter will join you and you'll drive to the second part of the 
base (mission d complete). 


///////////////////////////--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
//////////////////////////LEVEL 2: SUBPEN\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
///////////////////////////---------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Text Briefing:

You are arriving in the submarine pen area. Watch out, as security has 
been geared up because they are proceeding to load the missiles into the 
sub. 

You will have to find one of the magnetic mines they have stocked 
somewhere and give it to Clutter so he can place it on the sub. Once in 
place you'd better get out quick, as once the sub blows they will be on 
the lookout for saboteurs. 

Dowey will be waiting with the raft by the waterfront to secure your 
getaway. Be careful, Ethan, I'd like to see you back in one piece!

Primary Objectives:
a. Find magnetic mines
b. Give mine to Clutter
c. Sabotage the gunboat
d. Join Dowey for getaway

Weapons/Gadgets:
Communicator
Magnetic Mine
7.65 Silenced
9mm High Power

Walkthrough: 

As soon as you get in with Clutter, your face mask falls off due to the 
cold temperature. So now you must run around with 15 bullets in one 
gun... turn around and go through the boxes. See the red dot on your 
radar? That's the building right up ahead. Open the door and go in. 
Don't worry, no one will follow you. Go downstairs and go to the far 
shelf and get the two mines (mission a complete). Now return outside, 
shooting any threats, and proceed to the green dot on your scanner, 
which is Clutter. Once you give them to him (mission b complete), he'll 
jump over the fence. Now a new problem arises, to get away with your 
life you'll have to blow up a gunboat! Go straight ahead (white dot on 
scanner) and down the stairs, after killing the guard that will leave 
you a 9mm High Power. Go down the stairs and place the mine on the 
gunboat (mission c complete). Now just go on the opposite side of the 
submarine pen (green dot) and go down the ladder (mission d complete)!


                  ********************************
                   MISSION # 2: RECOVER NOC LIST
                  ********************************


Briefing:

Good morning, Mr. Phelps. Golystine has abducted one of our top computer 
experts, IMF member Candice Parker, along with one half of the NOC list 
she was carrying. The coded list names all of our secret agents in 
eastern Europe. The list is divided into two parts. The part Golystine 
has is useless without the other, which is stored in CIA Headquarters. 

Candice is currently imprisoned in KGB Headquarters in Prague, where  
they are trying to de-code the list, probably believing she has the key. 
We also know they have a super-computer there, and are trying to de-code 
the NOC list. Special IMF agent Roger Barnes was deployed with a 
Golystine mask to free Candice, and make it look like it was Golystine's 
fault...this was to discredit him with Moscow. 

We haven't heard a word of him since, and believe he was captured. Your 
mission, if you decide to accept it, is to penetrate during tomorrow 
night's embassy function, free Candice, find the list, destroy the 
computer, and escape with Candice and the list intact. As always, if any 
of your IMF members are caught, or killed, the secretary will disavow 
any knowledge of your actions. This message will self-destruct in five 
seconds...

Again, that's the best I could do. 

Team for this Mission:

Ethan Hunt (that's you) - Currently in Kiev, he will be your point man 
in Prague. An official invitation to the Embassy function has been 
arranged for him.    

Jim Phelps - See bio for previous mission 

Sarah Davies - Four years living in Prague. Infiltrated native high 
society. Invaluable for local intelligence.

Dieter Harmon - Schooled in several East European countries. Son of a 
traveling caviar salesman. Functions as bartender with high access to 
parties and social events. Valuable information source.

Jack Kiefer - Organizational expert, specializing in smooth getaways. 
Impeccable timing. Always counted on to get us home safely.

Robert Barnes - Ultra-reliable, high risk operative. Seemingly 
intercepted attempting to rescue Candice Parker. STATUS: Missing in 
Action.

Candice Parker - Top cryptology expert. Former MIT researcher. Excellent 
support agent in missions involving computer security. STATUS: Abducted 
by enemy.


////////////////////////////----------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////////STAGE 3: EMBASSY\\\\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////////-----------------\\\\\\\\\\\\\\\\\\\\\\\\\\\


Text Briefing:

We've placed you on the guest list for a society function at the Russian 
Embassy in Prague, where Candice Parker and Robert Barnes are being kept 
prisoner. There, you will make contact with agents Davies and Harmon, 
who have already infiltrated the embassy and can provide useful 
information and equipment.  
               
Remember to hide smoke generators in the ventilation ducts to prepare 
for your escape. You will have to assume the identity of the 
Ambassador's Aide, as he has access to the restricted areas of the 
embassy - Dieter Harmon's spicy cocktails should come in handy here.

Primary Objectives:
a. Find facemaker
b. Find score
c. Find nausea powder
d. Find drink
e. Place smoke generators
f. Eliminate killer
g. Assume Ambassador's Aide's ID
h. Access restricted area

Weapons/Gadgets
Blowpipe
Smoke Generators
Nausea Powder
Facemaker
Drink
Score

Walkthrough: 

You immediately get radioed by the team that "You're in trouble. 
Scofield, a killer, is on your tail. You must get rid of her." 

This level is so good, I must include quotes  :)

Walk forward and talk to the man and woman. They ask you your name, and 
you say Mr. Smith...Talk to them again and wait a few seconds, the man 
will leave. Talk to the woman in the tight dress, she is really Sarah 
Davies, a member of the IMF team, and a close friend. She'll hand you 
the facemaker and wish you good luck (mission a complete). Go forward 
and note the gray squares on the floor, make sure the guard is not 
looking (use R to look around) at you and place a smoke generator there. 
If he sees you you'll be arrested! The restrooms are behind the second 
one, make sure to remember that.

Behind the 3rd vent is a painting with a couple looking at it. Talk to 
them and they'll go sit down on the chairs. Keep on going, the piano 
will get louder...louder still...ah! You're at the main focus of the 
level. There are two vents on either side of the stairs, so place the 
smoke generators there. The last vent is upstairs, but if you go up 
there you'll be arrested, you'll have to wait until later. 

After that you get the message "Watch out for Scofield. She is extremely 
dangerous." Looking around, you notice a skinny, attractive woman in red 
walk into the room. Talk to the piano player...

"Have you seen the Ambassador's Aide?"

"I think I saw him go upstairs."

"Do you expect him to return soon?"

"Not unless he hears the hometown's national anthem."

"Can you play it? I need to speak to him urgently."

"I'd love to, but some idiot walked off with the score."

Next, go over to the bar and talk to the bartender, who is really 
Dieter, another IMF member. He'll slide you the Nausea Powder (mission c 
complete) and a drink (mission d complete), and Ethan will combine the 
two to make a poisoned fruit cocktail. Next, go back into the hallways. 
Go over and talk to the couple who have sat down, they will stand up 
and...

Man: "So, you're the movie star from Hollywood?"

Ethan: "Sorry, you must be mistaken."

Woman: "But the woman in red said she was a journalist. She wants to 
interview you, she even showed us your picture!"

Ethan: "No, she's wrong."

Then, look down on the man's chair, ahhaa! The music score (mission b 
complete). Turning around to give it to the pianist, you notice the 
woman in red from the bar, she was staring at you, but suddenly turns 
her head away as if she was trying to hide something. Wait! The woman 
you just talked to said something about a woman in red...Instead of 
going back to the bar, continue on back to Miss Davies. Talk to her, and 
out of the corner of your eye, you see the lady in red walk around the 
corner, and then look at a painting on the wall while sipping a drink. 
Yes, she is following you...Well, head on over to the bathroom and 
position yourself next to the doorway. Using your camera controls, make 
it so you can see when she's coming in without her seeing you. The 
second she appears in the restroom, fire the blow pipe into her! Yay! 
She screams, and you pull her into a stall to hide the body (mission f 
complete).

Now you can give the pianist the score...he will play a song which will 
lure down the Ambassador's Aide. Use the Poisoned Fruit Punch on him and 
Ethan and him will toast to his hometown, Sloborskaia! He'll suddenly 
turn green (so to speak) and run to the bathroom. Follow him into it and 
knock him out! Now use the facemaker on him (mission g complete). Now 
you can go upstairs and place the last smoke generator on the vent 
(mission e complete). Now walk over to the elevator (mission h 
complete)!

//////////////////////////////------------------\\\\\\\\\\\\\\\\\\\\\\\\
//////////////////////////////STAGE 4: WAREHOUSE\\\\\\\\\\\\\\\\\\\\\\\\
/////////////////////////////--------------------\\\\\\\\\\\\\\\\\\\\\\\


Text Briefing: Since you don't have a badge for direct access to KGB HQ, 
you'll have to go in through an old warehouse level and from there find 
your way to the secured area. There may be guards present so try not to 
appear lost - they could get suspicious in spite of your disguise. I 
suspect there'll be lots of explosives and weird Russian equipment down 
there, so exercise caution.

Primary Objectives:
a. Sabotage five special crates 
b. Find exit key
c. Access KGB HQ

Weapons/Gadgets:
Communicator
9mm High Power
Facemaker

Walkthrough: 

Bash the confused guard and take his 9mm High Power pistol. You barely 
get any bullets, so listen up! Only shoot the crates on the _upper_ 
section, you can jump over the lower part. This saves vital ammo that 
you'll need later. The Gas Mask Suit is in a dead-end near a special 
crate and a pill box. After that you won't be affected by the gas, but 
the guards will now shoot at you. Use your radar to find five special 
crates, the key (held by a guard), and the exit.

////////////////////////////////---------------\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////////////STAGE 5: KGB HQ\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////////////---------------\\\\\\\\\\\\\\\\\\\\\\\\\


Text Briefing: 

You'll be entering the section where we think our agents are being kept 
prisoner. Your disguise won't grant you the authority to free them, so 
you'll have to use the facemaker again on someone else there. I suggest 
you find the Head of Security and impersonate him. Be very careful: This 
is a security area, and there will be surveillance cameras everywhere. 
Be sure to shut them off, so you don't trigger an alarm while taking 
Candice out of there and towards the computer.

Primary Objectives:
a. Talk to Barnes
b. Find video freezer
c. Find facemaker
d. Find dartgun
e. Sabotage video link
f. Find exit passcard
g. Get transfer order
h. Escape with Candice

Weapons/Gadgets:
Communicator
Dart Gun
Face Maker
9mm High Power
Video Freezer
Pass

Walkthrough: 

Put your gun away before exiting the lift! If you don't you'll fail your 
mission. Go forward and down the hall to a brown door, inside is the 
jail cell where Candice is! Now you just need to get her out without 
anyone knowing the wiser...Talk to the man twice and he will face the 
door. Inch towards his desk, and grab the Video Freezer (mission b 
complete). Now go down the hall and turn right, go in that door to find 
Barnes slumped in a chair. Talk to him (mission a) and he'll die after 
giving you some words of advice (hehe, try punching him after he dies!). 
Go to where the man is standing in front of a red door...talk to him and 
he'll let you inside to the head of security's office. Talk to him twice 
and he'll be pacing back and fourth. 

On his desk is the Dartgun, get it (mission d complete). Shoot him when 
he's not looking (try it when he is, it's quite interesting because if 
you get his face some neat things will happen...try it!) Drag him behind 
his desk to hide the body. Now this next part will be difficult...run 
outside and go to where the guard is standing in front of the door, he 
won't let you in, right? Well...shoot him! The alarm will sound, but you 
won't fail your mission. Quickly go inside the closet and get the 
Facemaker (mission c complete). Run as quickly as you can past the 
dozens of guards shooting at you, into the office, and get the Head of 
Security's face. When you open the door, Ethan will say "It's ok, I've 
arrested him." Now the alarm will stop and everything will return to 
normal...

Go over to the painting and press the two red buttons, a secret room 
will open up! Inside are two people guarding the security room. Shoot 
the man in the corner first, then the next. Put the Video Freezer on one 
of the black boxes (mission e complete) and then get the card on the 
desk (mission f complete). Then Mr. Phelps will send the fake transfer 
order, go to the Comms Room (through the white door) and get it (mission 
g complete). Now go back to the cell and give it to the KGB man. Get 
Candice out of there (mission h complete) via the large metal door. 

NOTICE: Actually, there is a better way to get the Face Maker. In the 
Comms room, you can find a Beeper lying on a computer, pick it up and 
lie it on the floor near the guard, it will beep and he'll come to 
inspect it. QUICKLY GO IN! You must be very fast, you only have a few 
seconds...

////////////////////////////-------------------------\\\\\\\\\\\\\\\\\\\
////////////////////////////STAGE 6: SECURITY HALLWAY\\\\\\\\\\\\\\\\\\\
///////////////////////////--------------------------\\\\\\\\\\\\\\\\\\\


Text Briefing: 

The level you're about to enter it an old-fashioned security hallway. 
You might have run into one before. The tiles are booby-trapped and 
there are probably guards in the area. Candice should be able to short-
circuit the system, enabling you to watch your step. At the end there'll 
be a switch to deactivate the whole system and help Candice through 
safely.

Primary Objectives:
a. Secure passage for Candice
b. Activate master switch

Weapons/Gadgets
Communicator
Dart Gun

Walkthrough: 

The text briefing pretty much said it all...


/////////////////////////-----------------------\\\\\\\\\\\\\\\\\\\\\\\\
/////////////////////////STAGE 7: SEWAGE CONTROL\\\\\\\\\\\\\\\\\\\\\\\\
/////////////////////////------------------------\\\\\\\\\\\\\\\\\\\\\\\


Text Briefing:

Their computer complex is set in an old underground sewage plant as this 
was the only place cold enough to conceal the super computer's heat 
emissions. It will be heavily guarded and very dangerous. Your priority 
is to clear the way for Candice so she can download the NOC list and 
feed a virus into the computer's memory.

Primary Objectives:
a. Find Super Computer
b. Protect Candice
c. Get NOC List
e. Escape

Weapons/Gadgets:
Communicator
Dart Gun
9mm High Power
                                                                                                                                                                                                      
Walkthrough: 

Candice will open a little door for you which will reveal a guard, shoot 
him with the Dart Gun. Go to the right and collect the ammo off the box, 
switch to the 9mm High Power, it has a longer range and zooms in 
farther. Go into the toxic waste area and shoot the guard on the 
otherside, hop on the platform and go on over to the console, use it and 
a new path will be revealed. Immediately turn around and shoot the guard 
that is in front of Candice. Make your way to the new path, kill the two 
guards, and turn left. Open the door, kill the guard, press the button 
on the computer to reveal a new path, and go kill the guard on it.

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